-
Posts
55 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Keith Young
-
Worked like a champ on my initial test Diazo!!! Will poke around and report if anything goofy comes up after dinner. But so far not a single problem. Went in super easy! Thanks!
- 1,353 replies
-
- edit actions
- actions
-
(and 1 more)
Tagged with:
-
You've mentioned you made this somewhat based on another mod, which I think was KSPIO Is there a way to call one of your action groups from KSPIO? I currently have the "Additional Control Byes" working, and can call things in KSP. I just don't yet know how to call your action groups from AGExt. Thanks for such an amazing mod!!!
- 1,353 replies
-
- edit actions
- actions
-
(and 1 more)
Tagged with:
-
Mouseless Keyboardless MechJeb, or Directly Control Ship
Keith Young replied to Keith Young's topic in KSP1 Mod Development
That makes sense. Fixed that. Thank you! -
Mouseless Keyboardless MechJeb, or Directly Control Ship
Keith Young replied to Keith Young's topic in KSP1 Mod Development
There we go. I was saying otherclass oc = new otherclass(); in the class, and not inside void Update(). Thanks Diazo. I've looked at tutorials but seeing where to find this without watching 40 hours of video is tough. I don't know where I would have found that I have to create the "instance?" inside the method itself rather than just in the class. I am going through tutorials as I develop this, but there are a lot of specific problems I'm running in to which are hard to find without already knowing the specific terminology etc. Thanks again Diazo! -
Mouseless Keyboardless MechJeb, or Directly Control Ship
Keith Young replied to Keith Young's topic in KSP1 Mod Development
Thanks Crzyrndm! I ended up getting that to work. So my main class uses Monobehaviour. I'm trying to call a method that is in another class (in another cs file in the same project using the same namespace). I can't get my code to call it. The main way I'd see it working is: [CODE] namespace same { public class mainclass : MonoBehaviour { public otherclass oc; void Update() { do some other stuff //--------this stuff works oc.justworkforchristssake(); do more stuff //-------------this stuff never works } } } //-----------------OTHER CS FILE----------------------- namespace same { public class otherclass { public void justworkforchristssake() { Debug.Log("IT FINALLY WORKED TIME TO SWEEP UP ALL MY HAIR I'VE PULLED OUT"); //----this never get in to the log } } } [/CODE] I've tried static, override, I've been all over StackFlow and haven't found anything that works yet. Can someone please help me just manage to call a method from another class? I really don't want it all in a single cs file and get thousands of lines of code when I can just have a new class in a new cs file. Thanks for any help! -
Mouseless Keyboardless MechJeb, or Directly Control Ship
Keith Young replied to Keith Young's topic in KSP1 Mod Development
Thanks Diazo, will give this a try! - - - Updated - - - I think you pasted in the RemoteTech hook twice. The quaternion wasn't linked. Thanks for the help Diazo! -
I'm new to C#, and I'm finding the lack of KSP API documentation crippling. I want to find a way to call for certain MechJeb actions without using a mouse. I currently have a system that can recognize when I want something to happen. What I don't know is how to ask my ship to do something, or ask MechJeb. Declare Secret Way To Talk To MechJeb //This probably requires multiple lines of stuff, and even likely settings in Visual Studio I_Want_To_Kill_Rot = true if (I_Want_To_Kill_Rot) MechJeb.secretThing.greek.KillRot() So what do I need to substitute for "Declare Secret Way To Talk To MechJeb" and "MechJeb.secretThing.greek.KillRot()"? Or, is there a way to just directly tell the ship what I want? I already know how to do SAS on my own, so let's say I want the ship to point in a direction and burn. ship.magic.pointindirection(vectorthing) while vel < 2000 ship.magic.full_throttle ship.magic.cut_throttle darnIt.prepare.rescue.Jeb.AGAIN(location, velocity, float facepalm) Sorry if this question seems really basic. I've Googled to no avail, and trying to decipher the thousands of lines of MechJeb to find answers is proving to be very difficult. Thanks for any help!
-
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Keith Young replied to erendrake's topic in KSP1 Mod Releases
Trying to make a simulator. It would be every once in a while. I'll try getting Telnet to work with my Microcontroller. Hopefully that idea works. Thanks for the help Qigon. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Keith Young replied to erendrake's topic in KSP1 Mod Releases
So is there a way to modify a local file midway through execution of takeoff code? That seems to make the problem worse. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Keith Young replied to erendrake's topic in KSP1 Mod Releases
When making a KS file that only declares a global, after running, it doesn't seem like it looks for the file in the windows computer. It looks like whatever you ran is saved in to memory. I could be wrong. But it seems like you can't load the KS in windows, change velocity from 100 to 200, then save and observe a change in your currently running program. About to try it with functions which return a velocity but I also bet it won't work. Know any workarounds? I really need to find a way to manipulate some sort of autopilot without keyboard and mouse, and I'm really struggling to do it on my own without API documentation from Squad. Edit - Doesn't seem to work for functions either. I've even tried running them in the loop to hopefully update them in memory, and I've tried setting globals through the function and setting a velocity to the return value of the function. -
FYI I had the same issue, and all my buttons were white/buggy rather than the slick looking GUI you have in your images. What is limiting this to 250 Action Groups? I'm currently looking at a way to command my whole ship, and it looks like kOS can take in Action Groups through your mod, so I very well might run out of Action Groups in my simulator. Awesome mod Diazo. My project wouldn't be possible without mods like yours. Thanks!
- 1,353 replies
-
- edit actions
- actions
-
(and 1 more)
Tagged with:
-
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Keith Young replied to erendrake's topic in KSP1 Mod Releases
Can kOS do this: Say I have a program that sends my ship to orbit. At 50,000m I decide I want to limit my ship's angular velocity to 5deg/s. ------------ I can't really open the existing code and add it in, since it would count down 3 2 1 and launch and all that, from 50,000. How do I make that work? Could I have for example, inside my main launch sequence program, a check_ang_rate() and on the fly adjust the maximum deg/s, save the KS file MIDFLIGHT, and have my launch code on the next calling of check_ang_rate() notice the updated maximum angular velocity? I wish this was something I could do in C#, but let's face it, kOS's documentation blows away the documentation made by Squad for their API. Without docs I can't figure out this.that.who.knows.whats_going_on. kOS seems to have everything documented. Thanks for this mod guys. KSP is awesome, but what you did can take this game to a new level and you documented it better than they did. Bravo! -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Keith Young replied to erendrake's topic in KSP1 Mod Releases
I'm going to make a DSKY as soon as I know it's feasible to make the ship what I want using Verbs and Nouns. Basically I'm trying to build a simpit and I don't want to have to touch a mouse or keyboard. It looks like I can try to find a way to write a ks file in the correct folder. The difficulty will be writing to Windows since my current methods write to SD. Not sure yet how to write the files to Windows using the languages I have, and FTDI. Telnet is interesting. When I saw the demo I thought I might be able to find a way to do it with Raspberry Pi, but I might even be able to find a way to get it to work in the microprocessor itself. I'm very new to C#, and in particular the KSP API (which seems to have practically zero documentation), so I'll have to read up on the C# hooks. I'll definitely get videos/pics up (probably in a new thread) when this stuff is starting to come together. Right now I'm just making sure it's all feasible. So far it's looking good -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Keith Young replied to erendrake's topic in KSP1 Mod Releases
I'm looking for a way to fly my ship using an Apollo DSKY. Is there a way (relatively easily in c#) where I could tell KOS what to do without having to click and type? I already know how to make KSP recognize the buttons I physically hit. It's down to having some C# code tell KOS to write something such as a retro burn and have it execute. If not, has anyone found a way to program KOS and run scripts using a Teensy? Seems like this also has potential since a Teensy can basically act as a keyboard, and I'd just have to figure out what to tell the Teensy to write. Awesome mod!!! -
Looking forward to seeing how this turns out. I'm currently making as complete an Apollo styled simulator as possible. I'm currently using a modified version of EnhancedNavball to move the Navball vertically and sort of pretending it's a hud, which is less than great. I was looking for a way to put a low latency Navball on a small OLED and decided that wasn't realistic for me to do.
-
Is there a current alternative to Autom8? I'm making a system and I don't want to EVER have to use a mouse during flight. Currently trying to find a way to talk to MechJeb, but I'm having a ton of trouble. If I can see a working example I can get something that will work. Hopefully this isn't dead. It looks really cool.
-
I got that working (vertical sliding). What about making 2 instances of the Navball? Thanks again!
-
Thanks Zitronen. I got it working. SO COOL!!! Can you think of a way to control other things, such as picking SAS modes (retro, maneuver, etc) without using the mouse? I'm in the process of making a simpit/Apollo-ish module. Stibbons, that is awesome. I've been looking at how to handle Navballs. I ended up changing Enhanced Navball so I can move it horizontally and vertically and I just treat is as a Navball HUD. How much latency are you getting with the Navball? Have you found a way yet to show at least your Pro/Retro vectors? This thread is amazing. Thanks for all the hard work Zitronen making this happen. This is more exciting than when I got N64/Goldeneye for Christmas. All my wife can do is roll her eyes.
-
Hopefully this wasn't already asked. How difficult would it be to add a "Navball vertical position" slider? Thanks for such an awesome mod!
-
I'm currently having a problem. What I'm using doesn't allow you to define something as a byte. So I am using char. When checking rx_len with structSize for VData, rx_len comes out as 189 while structSize ends up as 192. So I used your struct for VData except I changed: char id; //1 TK was byte ... char SOINumber; //47 SOI Number (decimal format: sun-planet-moon e.g. 130 = kerbin, 131 = mun) TK was byte char MaxOverHeat; //48 Max part overheat (% percent) TK was byte Do you know why I'm getting a mismatch between rx_len and structSize?