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Antipodes

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Everything posted by Antipodes

  1. The thread is 'quiet', but not dead. I will be updating WalkAbout as soon as time permits (hopefully, by tomorrow). Update: Unfortunately, even though WalkAbout seemed to be working in the 1.2 pre-release, it looks like something has changed for the final 1.2 release. Kerbals are appearing approximately 120-150 metres above the ground and plummeting to their deaths! That's right - deaths. They often hit so hard they awaken The Kraken and become spaghettified before disappearing in a cloud of greasy grey smoke. I feel it would be irresponsible of me to deny our little green friends the chance to blow up in huge glorious orange clouds of burning rocket fuel by condemning them to a pitiful little >poof<. So I am withholding releasing an update to WalkAbout until I can resolve this.
  2. Yeah, I know. But I haven't found a way to do that yet
  3. I have just released version 1.3 of this mod for KSP 1.1 on SpaceDock. I think I have the log spam problem licked. Let me know what you guys think.
  4. No, I hadn't thought about that. But my first thought is 'how would this be any different from just hitting Recover? I have that in my list of issues. At this point, I have no idea what causes it or how to resolve it. However I have not seen any ill effects from the null references. Please let me know if it does cause you any problems.
  5. WalkAbout is now available at SpaceDock
  6. I will be putting the mod up on SpaceDock sometime this week (don't you just hate when real life get in the way of KSP?)
  7. It appears you are right. I did a fresh install of CKAN and I see that WalkAbout is not listed. I did submit a .netkan file using this url, however, since you say that you don't see a submission, I will try again.
  8. First, many thanks to pjf, et al, for providing such a wonderfully useful tool. Second, I apologise if this question has been asked before, but it seems that the ability to search a thread for keywords no longer exists in the forums. So on to my question... I created my first mod (WalkAbout V1.0) and got it uploaded to KerbalStuff. I then updated the mod (V1.1) submitted a .netkan file to CKAN's GitHub repository. So far, so good. My mod showed up a day later in CKAN and installation went without a hitch. I then created the next version (v1.2) which I uploaded to KerbalStuff. However, I have not seen any indication that there is an update available in CKAN. Am I missing something? Do I need to submit another .netkan file? Perhaps I am just being impatient and the update will show up in time. But if so, then could you give a quick explanation why it takes time for CKAN to detect that an update is available? I would have thought that as soon as CKAN does a refresh it would detect new versions at their source locations. Am I wrong? Another thought I had was that it might have to do with version numbers. I changed my versioning from V#.# to v#.#. From what I read of the CKAN documentation this should not affect the version detection process, but since it uses a "modified" ASCII lexical sort, I can't be sure. Do I need to add an epoch to get around this? Again, many thanks and I hope you can answer my question (yeah I know, there are 5 questions marks - but I'm calling it one question)
  9. Yes, Azimech, it is possible. I thought about it, but decided that the mod would stimulate having kerbals leaving buildings, so I did not include the launch pad and the runway in the packaged location files. However, if you look in the read.me file for the mod, you should see instructions for using the built in Add Location Utility. With that you should be able to create a location by the runway. If you have any problems getting it to work just reply back and let me know.
  10. Hopefully this means that aircraft with tricycle landing gear will be able to land at higher speeds without having to be perfectly aligned to their direction of motion. Up until now I have found the even the slightest deviation from a straight-on approach would mean turning your high-speed jet into a tumbling fireball of Jeb-ness.
  11. Sorry, but it won't. However, it I don't see why I couldn't get it to do so. I'll add it to the list of changes for the next version. What mod are you using to move the KSC?
  12. The WalkAbout mod allows you to take an available kerbal from the Astronaut Complex and have him/her placed outside any door at the KSC (see Placement, see note 6). It also allows you to move your kerbal around without having to hold down the W-A-S-D keys (see Perpetual Motion below). Download from SpaceDock Placement: You can activate WalkAbout from the Space Centre scene by pressing ctrl-W. The WalkAbout seclections screen will appear. 1 - List of available kerbals. any kerbal currently not assigned to a craft or on EVA will appear in this list. Simply click on a kerbal to select that one. 2 - Facilities a list of the KSC facilities with locations for placing kerbals. Click on one of these to restrict the list of Locations (see below) to only those locations associated with the facility. 3 - Locations - list of all locations where a kerbal may be placed. Or, if a facility has been selected, a list of all locations associated with that facility. See notes 1, 2, 3 and 4. 4 - Action Button - when the button text is green, click it to send your kerbal on WalkAbout. 5 - Top 5 Button - Restricts the locations shown to only the top 5 most commonly selected locations. See notes 3, 4 and 5. For players who use the Kerbal Inventory System mod: 6 - Toggle Inventory Button (only appears if the Kerbal Inventory System mod is installed) - turns the inventory display on or off 7 - Kerbal's Inventory - lists all items in the selected kerbal's inventory. 8 - Available Items - list all items that can be added to the kerbal's inventory. Perpetual Motion: When a kerbal is on EVA, it is now possible to walk/swim or run without having to hold down the movement keys. To do this enter Perpetual Motion mode by pressing the activation key (single quote ['] - see note 1). Your kerbal should now start walking forward (see note 2). The movement keys (W-A-S-D) will now change your kerbal's direction of movement. See note 2. The run key (left-shift) will act as a toggle, switching your kerbal's movement between walking and running. Time acceleration is limited to physics time-warp only (1x, 2x, 3x, 4x). Pressing the activation key again will take you out of Perpetual Motion mode. Many thanks to Diazo, Crzyrndm, IgorZ, and LabRats for helping me out in the forums. And thanks too to mod creators KospY (KIS), MSK (EVA-Follower), MrHappyFace (Better Time Warp), The kOS Team (kOS), and Qberticus (Haystack Continued) for creating the code that helped me figure out how to do most of this. This software is licenced under the GNU General Public License
  13. Sarbian, thank you. This does look more like what I was searching for. Wow! I ask a question at noon on a workday and I get answers with code examples before I leave for home! The KSP community is great!!!
  14. Thank you. Crzyrndm. I will try that out tonight and see how it goes.
  15. Hello Folks. I'm completely new here and new to the world of modding (though I have been playing KSP for a few years). I am developing my first mod, which I expect will be ready just in time for 1.1 to break it. But I am already looking towards future enhancements that I may want to make. One thing I would like to do is, while viewing the KSC in the SpaceCenter scene, I would like to determine the latitude, longitude and altitude of whatever is currently under the mouse pointer. I tried looking online and through the object browser, but I could not find anything that looked like it would give me this sort of information. I know it must be possible (to some degree) because Squad is able to tell which building you click on in that screen. Any advice would be greatly appreciated.
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