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jhultgre

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Everything posted by jhultgre

  1. So I was using GameInfo to check that my code was running only in the VAB and ran into some problems while porting my plugin over to .15 In .14.x GameInfo.gameScene == GameInfo.EDITOR while in the VAB. In .15 GameInfo.gameScene == GameInfo.LOADING while in the VAB and in the hanger. I\'m wondering if this is a bug or if this will continue going forward.
  2. I\'ve been busy playing diablo 3 and didn\'t notice a new version of ksp came out. I\'ll get a working version up this weekend.
  3. I am an idiot yes it is After spending way too long writing code to match up tanks with engines I find out that fuelLookupTargets isn\'t even populated until flight start. So what I\'m going to do now is match engines up with all tanks above them until I come to another stage with liquid engines. will do
  4. you should check if your part is on the active vessel, if its not don\'t display anything
  5. Thanks for the suggestions everybody as well as providing the math I don\'t really have time to work on it this weekend so no new updates for a little while probably. I think the plan is going to be to split the ui into two pages that you can flip through with the basics on one and move thrust weight ratio and delta V to the second. I also want to figure out the fuel lookout system so I can get accurate numbers on the amount of fuel per engine. Do I want to average it, or can I total everything and treat it like one big fuel tank? I\'m not going to look too hard into this for now, I never intended for this to be a part that you would leave on during a flight. I may make it so it will disconnect or explode on flight start. Probly explode that seams more kerbal I\'m not surprised, you get a pretty naive view of the ship when you only look at what stage a part is in. What you might be able to do is put your engines on their own stage below the drop tanks to check those numbers then move that stage above your drop tanks and check the numbers again. I considered totals when I started, but the more I thought about it the less sense it made. Knowing total weight is handy and maybe rcs, but unless you\'re a serious roleplayer having a total for fuel across your stages is pointless and total thrust I found to be just nonsense.
  6. Stupid url tags having two urls in it. Fixed now, thats what I get for uploading right before bed. Yes all stages above are included. The formula I used is stage thrust / (total mass * surface gravity) using values from the wiki for the surface gravity of Kerbin and the Mun. Cost isn\'t attached directly to the parts in the vab, instead there are separate menu objects that have it. I havent looked into getting info out of the cfg yet, but I should be able to get the information from some where once I go looking for it.
  7. version 0.2 released I\'m open to ideas for other things to add although I\'ll have to come up with a plan to keep the UI from getting too out of hand.
  8. 1. I tried to prevent multiple engineers from all trying to display their windows at once. Apparently I didn\'t do a very good job 2. Probly related to 1, I\'m not sure yet. It would be nice if there were more callbacks going on in the vab. As far as I can tell there is only onPartAttach, onPartDetach, and onEditorUpdate. It could be that I haven\'t figured out everything with the render manager yet. Not the best, want it anyways? Its supposed to be a small console screen and keypad. That looks pretty good, definitely better than a rcs thruster. If you want to send me the model I could use it on the next release. I\'m not sure why I would want to do this. I would think that would prevent you from using this with other plugins that have specialized command pods.
  9. The Kerbal Institute of Counting and Other Important Things would like to announce that recent discoveries in Number Theory have lead our scientist to be able to count beyond the number 9. We have many promising students who have participated in this research and are in search of internships(read: free labor for you tuition checks for us). With our students as part of your space program you will have no problems getting your feet off the ground. So I wanted to try my hand at a plugin and having no desire to try to compete on the auto pilot front, I thought I would see what was possible from within the VAB. There is no vessel to be had but the parts still have all of their information so a nice little utility tool seamed like a good place to start. UI Overhaul Finished The UI is new and shiny now and I think is a lot cleaner to read. There are currently two stat modules included. Basic stats includes things like mass, fuel amounts, and thrust. Advanced stats includes thrust to weight ratios, Isp, and deltaV. I make no guarantees on their accuracy and will probably be wrong on any stage that includes both solid rockets and liquid engines. Adding new modules should be pretty easy now and actually brings me to the secret feature slated for v1.0. With the way the code has been structured and how the UI is now functioning other mods should be able to add stats modules to the Engineers interface. This would be useful for mods that add life support or other fuel types where knowing how they will function before lift off. Extending Engineer I\'m calling this new extendibility the Consultant System. I\'m using the KSPEvent system to find any Consultants that want to be added to the Engineers stats window and provide them with the information that Engineer has already calculated. To add a Consultant to your mod you will need to extend the class KICOITConsultant which extends PartModule then add that to your part.cfg as a module. I plan on uploading an example project here pretty soon but for now look at the KICOITConsultant, ShipData, and StageData classes for the information I\'m provided and use KICOITBasicLogic and KICOITAdvancedLogic as examples. The Consultant system in its present state works well for what I am currently doing with my stats but I realize it might not be perfect for what other people want to do. If you have feedback on the Consultant System or think things should be changed let me know. I plan to devote any releases between here and V1.0 to improving the system based on any feedback I get. Change log: v0.8 new interface stats broken up into separate modules can be extended by other mods Advance Brakes included in same dll for now v0.5 move to PartModule system part.cfg now has two required modules v0.3 aware of atmospheric engines color coded to show mix of engines green-only atmospheric engines yellow-mix of rockets and atmospheric engines white-only rockets known issues: deleted stages don\'t disappear from engineers list v0.2.1 ported to KSP .15 stability enhancements performance enhancements known issues: not aware of atmospheric engines v0.2 New model by Evolution added thrust weight ratios and cumulative weight at each stage fixed ui not showing for loaded ships and hopefully related problems the Engineer no longer counts itself in when counting parts or weight known bugs: placing more than one Engineers on a ship can confuse the UI - either load or start a new ship to fix Development plan: [li]v0.5 backend overhaul unlikely to have new features[/li] [li]v0.8 ui overhaul delta-V/Isp[/li] [li]v1.0 possible secret feature[/li] [li]v1.1+ COM, COT, etc...[/li] source: https://bitbucket.org/jhultgre/ksp-plugins/src download: https://bitbucket.org/jhultgre/ksp-plugins/downloads/Engineer0.8.zip old versions: https://bitbucket.org/jhultgre/ksp-plugins/downloads Advaced Brakes The Kerbal Institute of Counting and Other Important Things is proud to announce that we have found another importing thing that demands our attention. Namely keeping our students from flipping their airplanes while landing at your aerospace agency. Our peer-reviewed breakthrough can feather the brakes on your landing gear to keep your expensive aircraft right side up on those hairy landings with new pilots. So while taking a break from working on Engineer by building some planes I noticed they kept flipping over when I applied brakes while landing so I wrote this plugin to fix that. As your plane starts to tip forward the plugin takes power away from the brakes to try to keep you level. While using the plugin my test plane managed to safely stop from 40 m/s when normally it would flip at less than 20 m/s. If you have an old version delete its dll and use Engineer above. New features v2.1: Pressing ALT+B will engage all parking brakes Merged into Engineers plugin New features v2: Added a parking brake option to keep those pesky space planes in one spot. Automatically disengages when throttle above 10%. Added Taxi Assist mode to help turn while taxing on the runway only activates when under a set speed (25m/s default). Taxi Assist requires ABS to be on for it to work as a safety measure. Added toggles to the parts right click menu. I haven\'t tested this with vab launched planes or on the mun/minmus so if it doesn\'t work there let me know. The plugin is a PartModule so you will need to add this to the end of SmallGearBay\'s part.cfg, or any other LandingGear type part. MODULE { name = AdvancedBrakes //all these values are optional, default values will be used if not set //If vessel\'s angular x velocity is higher than this brakes have no effect highTolerance = 4.0 //If vessel\'s angular x velocity is lower than this brakes have full effect lowTolerance = 1.25 //Taxi Assist will only work below this speed (in m/s) taxiAssistSpeed = 25.0 } download: Now included with Engineers plugin above for ease of development on my end. If I make anymore non-Engineer centered plugins I will split it back off and combine it with those. source: same as engineer above On a side note what is up with the weird letter heights in the right click menu?
  10. so this guy is almost done just have to finish the inside of his mouth and shoes then add a few more texture details hopefully he\'ll be moving in a couple of days
  11. I\'m working on a flight director kerbin. His name is Gene after Gene Kranz who I\'m basing him off of. It might be a little early to post it in this thread but I wanted some feedback so far. Also is there an established number of fingers that a kerbin has? I was thinking of going with just 4.
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