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Everything posted by BetaguyGZT
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Awesome! I was editing my post with the idea that maybe Regolith doesn't need to be working as a plugin, since Civilians could be treated as Resources that increase and decrease depending on certain maths that can be handled right in the .cfg files (most likely ... needs a bit of research). But you got it going, so yeah. My help with the configs is quite available if you would like it. No need to fork, I might pick up another orphaned mod (BioMass) if it hasn't been already. That was another favourite of mine in the 0.90 days.
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How about using TAC Life Support? That's got a new maintainer, and needing a shot in the arm to sorta give it a Mission. Makes sense, really ... Aside from that, there's some standalone code that works right in the configs from LBSI that I hacked for my own purposes for Life Support after TAC-LS stopped working .. and I'm great with .cfg code. I'll be happy to contribute it, but I'd rather use the TAC-LS way because it's cleaner, less bulky and it's scale-able to fit the specific part. Up to you ... and I don't wanna bogart your turf.
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As someone who really enjoyed this mod, I'd love to see it working again. I apologize that it slipped through the cracks when I wasn't looking. I've got Dev experience, so I can help. If I recall correctly, you're going to need MonoDevelop and Unity both to get this sorted. I could be mistaken on that particular point though. I don't recall Visual Studio being needed; but it's free now. Unity attach to KSP (attachToProcess), then load the troubled mod up (likely need Module Manager too), see what the Assemblies Tab is saying (F12) and go from there. We'll walk this one through step-by-step. AppLauncher Class could mean literally anything. The game itself, the mod (most likely the troubled .dll) ... probably the entryPoint loop is saying 'hey man, version number mismatch is the first problem'. That's not uncommon with old mods that need updating.
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I like it the way it is, personally. But I've enabled TweakScale's "global" setting (in example.cfg), so I can make it whatever size I need. The default size it comes as is great, though.
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Going to apply the update immediately! Stunning work as always ... wow. Got my work cut out for me to get up to this level. Such lovely attention to detail ... gosh. There was some weirdness I wanted to report with the IR instrument. It seems that when snapping it to its' bottom, then moving it so that it's on its' side with the aperture rotated outward and pointed prograde it would "sink in" and I'd have to CTRL-Z to undo, otherwise I'd lose the part entirely inside whatever it was being attached to. It did this on multiple surfaces, so it wasn't just wonkiness on one part. Just passing it along. That was a previous version of the mod, so maybe you've already fixed it. Thanks for everything you've put into this wonderful mod thus far. I'm sure I speak for everyone when I express my appreciation for the time you spend working on it, and how much enjoyment it gives in-game as well as outside of the game watching its' progress. I'm learning a lot just watching how you do it.
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Will do. UV Maps aren't that bad; it's the texturing around the radii of fuel tanks and other large parts that use cylinders that I'm finding to be time-consuming.
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Oh I'm aware of that. Nah, just the tiling part of doing radius bits in texturing without having to re-position every single one of the areas. It's a chore and I would like to speed up the workflow.
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No worries. I'll work it out; whether it's the easy way or the hard way. Trying to save myself some time is all.
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Shouldn't be necessary except for getting the .mu's generated if Blender can't do it. Speaking of Blender texturing, I have a question about the UV/Image workflow if someone would be kind enough to let me PM them about it. Came across a bit where I was asking "do I really have to do it like this?!", so I need a little guidance.
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- No worries, I'm a Student (attending College) and getting Autodesk's Suite of products is easily done legit-style for me. - I've got Photoshop CS2. Never bothered getting anything newer since there was no need. - I'm not opposed to getting or installing Unity. I've got a Dev account already. I just found Unity rather difficult to use, is all. My Dev work has of late been primarily focused around UE4. - I'll likely take you up on your offer of advice. This'll be my first real foray into texturing; modeling, no. Texturing, yes. I've messed around Blender enough to know how to do it (applying UV's and such); but making my own should be .. educational. I'm aware of the fundamental concepts and what I need to (and don't need to) be doing, so I should be okay. All I should require are some peer reviews before I go making a complete joke of myself.
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Thanks, I can use all of the good pointers and advice I can get. As far as the config files go, I think I've got a pretty good handle on that too. Only part that I'm not looking forward to is installing Unity to generate the .mu files, but maybe Blender can do that for me with the KSP Plugins. And I disagree ... I like the ELIX. I think it looks fantastic. [EDIT] That burnished metal look on the legs suits it. Of course, I'm of the school of thought that "less is more", hehe. I meant to ask, what Program are you using to model and texture with? I'm dual-booting Linux Mint 64-bit and Windows 10, so I've got pretty much everything open to me; no preference although I prefer 'nix. I am uncomfortable on Windows, but I'll use it. Bad experience with Windows hosing my 1TB Storage drive in the past, and it took Linux to recover the data and fix the drive; so yeah. Never trusted Windows after that.
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Bit OT for a sec: You guys never cease to amaze and inspire me. So much so that I've started working on my own custom models with the intent of eventually releasing them as a mod. I haven't even named the mod yet, that's how new it is. But it's going to follow the Novapunch idea of Rocket Parts with a little bit of something for everyone. The difference is that I want my mod to be as low-impact on RAM as possible, like yours is; but still be great-looking like yours too. So I'll be picking you and NecroBones' brains a lot for texturing and modeling advice, if you don't mind. I already know about using low-poly, and I'm pretty handy with Blender already (so that's no worry); but texture work is my achilles heel currently. I'll work to improve my artwork skills as time goes on. I'm not completely useless in GIMP; I just need some good critiquing and to be challenged to improve. Back on-topic: You've outdone yourself again! Looks great, and I've downloaded the latest from Github. Will give it a spin shortly. Thanks for your dedication to this already-great mod!
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All of this Science could get the Kuarqs all hot and bothered. Especially the Retrograde Kuarqs, those little deviants ... Seriously though, nice going with getting these mods updated quickly. Gotta have our Sciencey stuff!
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Kerbal Space Program update 1.1 “Turbo Charged” is now available!
BetaguyGZT commented on KasperVld's article in Developer Articles
Well, I've already run into a bug. Can't rotate some parts in the VAB. Totally vanilla (unmodded) install and a new save, too. Hrmph. -
Downloaded. I will test this immediately and report my findings. Thank you for your attention and efforts. [EDIT] TESTED -- Works like a champ, thanks a million, D. No problems at all. Loaded it and my 3.6GB worth of other mods up as a stress test, and it did fine. No errors reported in the log from AGX.
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Hello Diazo. Love your mod, can't live without it now. Thank you so much for creating it, and all the work you do in maintaining it. I need to report a bug. It was going to be two of them, but I see that you're already aware of the "docking/blanking the names" one. The remaining one I need to report is there appears to be a z-order issue with the interface while editing the actions while in space. If the interface is over a ship, and the user is clicking buttons or the text fields (or anything else in the AGE interface) it'll select whatever part(s) are underneath. It can become an annoyance. Moving the view so that the interface is over empty space makes everything fine, though. Just thought I'd report it. Thanks again for a truly indispensable addon, and everything you put into it.
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Wow. @NecroBones, you're really cutting metal now! Can't wait to give it a spin when you've got it all set and ready to go. To be honest, I've been favoring RSS-geared stuff lately, so this is right up my alley -- thank you for your dedication to the REAL.
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Wow! I'm already a fan of your work, NB. This mod is taking my admiration to a whole new level. My goodness. Can't wait to give it a spin!
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Thank you kindly, I'll check it out. I've run into a bit of a funny problem -- after the modules convert so much of an amount of a resource, they seem to "saturate" and begin to NOT convert anymore. 100-200 units is about the best number I can provide before they simply stop functioning. Is this intended, or is there something in the code I'm supposed to be adding, changing or looking for?
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Even more experimentation. Use these as your needs require, tweak them for proper realism and scaling. Remember that all code is either TaranisElsu's or a derivative work, and exists in this thread by his/her good graces. Anything I've added to it or come up with on my own that is derivative of TaranisElsu's work is the same licence as TacLifeSupport (CC-BY-NC-SA 3.0). All Modules require TacLifeSupport (and won't work without it), found here: http://forum.kerbalspaceprogram.com/index.php?/topic/37449-102-tac-life-support-v011120-5apr/ It's a foregone conclusion you'll need to add whatever RESOURCE you're consuming/producing to your part, if it isn't already present. Also note that I've had issues getting these modules to work with FSFuelSwitch and InterstellarFuelSwitch, even when the resources are added to the resourcesToIgnore = list. It's flaky sometimes -- so be careful what you're producing. Took me half an hour to figure out why a part wasn't loading ... anyway. Water Purification Module. Simply add this to whatever you need it put into. (Remove the RESOURCE{} bits as needed, I'm including them as a courtesy.) RESOURCE { name = Water amount = 400 maxAmount = 400 } RESOURCE { name = WasteWater amount = 0 maxAmount = 100 } RESOURCE { name = Waste amount = 0 maxAmount = 100 } MODULE { name = TacGenericConverter converterName = Water Purifier // A scaling factor by which the resource amounts are multiplied conversionRate = 0.04 // A comma separated list of resources to use as inputs. // For each resource, list the resource name and the amount (which // is multiplied by the conversionRate) inputResources = WasteWater, 0.02, ElectricCharge, 0.04 // A comma separated list of resources to output. Same as above // but also specify whether it should keep converting if the // resource is full (generating excess that will be thrown away). outputResources = Water, 0.01, false, Waste, 0.01, true } Why are we keeping the Waste? You don't have to. As stated, remove the bits you don't want; but this one relies on WasteWater and Water, so I suggest keeping those two. And what proper space-going vessel doesn't have waste handling? Apollo did. More to come. I've got a few more of my own design, but they're a bit .. unrealistic. I need to do some research first to see if they're "correct". Enjoy!
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My first contribution to this fine Community -- and I can assure you it won't be my last. Hopefully this points anyone who needs the information in the right direction. I've been monkeying (Chaka!) around with adding CO2 Scrubbers and whatnot to Pods and Station Modules. Following the brilliant examples in TACLifeSupport http://forum.kerbalspaceprogram.com/index.php?/topic/37449-102-tac-life-support-v011120-5apr/ by TaranisElsu, I attempted to add the relevant modules from that pack into Pods and Station Modules that I was directly using, but it didn't quite work out the way I wanted. I was calling the parts instead of the functions; that's where I was going wrong. Turns out we can simply add these things directly into each .cfg file, and not have them be static (because one Pod for two Kerbals should not have the same Scrubber as a Pod meant for six!). We can tweak how "efficient" these parts are, as well as how "converty" they are, according to the Pod or Module. All credit for the code you're about to see below goes to TaranisElsu and TacLifeSupport. I'm just a bit of a hack who tweaked the numbers for simplification, and I'm sure TaranisElsu will yell at me for it. In each part file you want a Convertor/Scrubber/Recycler in, you can add this to the config, and you may have more than one convertor! Simply make a new MODULE {} entry for it. // Watch this ... don't need separate config files, do it right here in the .cfg file! Needs TacLifeSupport. MODULE { name = TacGenericConverter converterName = CO2 Scrubber // A scaling factor by which the resource amounts are multiplied -- change the last number for however many Kerbals the part is rated for (this one is for 4 Kerbals) conversionRate = 0.04 // A comma separated list of resources to use as inputs. // For each resource, list the resource name and the amount (which // is multiplied by the conversionRate) inputResources = CarbonDioxide, 0.1, ElectricCharge, 0.4 // A comma separated list of resources to output. Same as above // but also specify whether it should keep converting if the // resource is full (generating excess that will be thrown away). outputResources = Oxygen, 0.025, false, Waste, 0.075, true } As you can see in the code, the above unit is rated for 4 Kerbals, and has an efficiency rating of ~25%. Every 0.1 units of CO2, plus 0.4 ElectricCharge will output 0.025 units of Oxygen and the remaining 0.075 units (in this setup) is Waste. The inputResources and outputResources can be anything we need; but it's good to keep things realistic. No reason to have this thing generating MonoPropellant, ElectricCharge and LiquidFuel/Oxidizer, although it could. And remember that anything outputResource generated is stored automatically if that resource storage is specified on-board. For example, if we're storing Waste on board, the excess ("Waste") will go into the Waste resource pool, because that resource was specified as being on board. "Waste" literally can mean anything. Anything. Treat WasteWater the same way. Outputs are likely CarbonDioxide and Methane (you'll need tanks to store both separately), then use the CO2 Scrubber to get Oxygen from it. If we really wanted to get creative, we can use a Sabatier Process to turn Carbon and Methane into nearly anything. Hope this is helpful. Again, all credits go to TaranisElsu and TacLifeSupport for the code.
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[1.0.5] * Rocket Factory * - LeBeau Space Industries
BetaguyGZT replied to RaendyLeBeau's topic in KSP1 Mod Development
Looking forward to the release! These look great, nice work.