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SpiralOut

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Everything posted by SpiralOut

  1. I still get notifications about this every once in a blue moon and it makes me sad because I never mustered the motivation to do this. But I still think it would be really cool. One of these days.... FWIW I'm a much more competent developer now, so I'm pretty confident I could do it if I found the time to sit down and work on it.
  2. This is seriously amazing work. I haven't played KSP in at least a year, but I might have to jump back in once this is released!
  3. I would still really love to get this thing working. After my last post here, I took a look at the code MOARdV referenced above and realized I was 100% lost. Web development did NOT prepare me for this, lol. However, I've acquired some experience with Unity/C# in the intervening eight months, so I'm reasonably confident that if I gave it another go I could potentially make something happen. At the very least I'm in a much better position to get a grasp on the basics. However, I have serious ADD and I know for a fact that if I manage to get this thing released, I'm going to be terrible at keeping it up to date. It is still definitely something that I would love to make happen though. After a long break I'm reinstalling KSP right now, so hopefully I can work up the motivation to take another look at this in the coming weeks.
  4. Thanks so much, this is exactly the sort of info I was looking for! I'll dig into this tonight and see what I can make happen.
  5. Background: I've been using RasterPropMonitor (and other mods that use it) for a while now, in an attempt to get as close to a 1st-person "space sim" experience as possible in KSP. However, a notable hurdle to flying 100% IVA missions is the inability to create and edit maneuver nodes from the cockpit. RPM's FAQ implies that the principal obstacle to making an IVA maneuver node editor is design-related, not technical. I happen to be a web/UI/UX designer, so I took a stab at mocking up a workable interface: The Problem: I'm completely in over my head! I'm fluent in Javascript and have a working knowlege of PHP, so I'm not completely in the dark when it comes to programming, but I've never worked with C# before, so I have no idea where to begin. I have hacked together a few Module Manager patches for personal use, but I've never done anything quite this extensive before. Most of the tutorials I'm seeing on the forum seem to relate to making new parts, which this is not. What I'm aiming for is something similar to Nav Utilities or DPAI, which integrate seamlessly into RasterPropMonitor. Can anyone nudge me in the right direction to get me started? Or even, would anyone with more development experience care to collaborate with me? Once I'm on the right track, I'm sure I could figure out the details by reading code, reference docs, Googling, etc., but I need a jump-start...
  6. Ha, I actually started designing it after watching a couple of your videos! The Duna trip in particular was so cool, but sooo much trial and error and wasted fuel. Anyway, glad you like the concept! I'm going to refine this today and make a new thread so I don't keep clogging up this one. EDIT: For anyone interested, new thread is here:
  7. Thanks! My idea for the data overlay was to put pre-maneuver metrics on the left, and post-maneuver on the right (hence the color-coding to match the rendered trajectories). I don't know if that is technically feasible though. I've begun reading through the manual but it's a lot to wrap my brain around. I just grabbed a screenshot from Google and Photoshopped over it for the sake of a rough draft (looks like it's about 440px square), but I could definitely make a proper version to spec (in addition to fine-tuning the aesthetics). I also didn't use a monospace font or account for a fixed number of characters/lines... Do I need to change that? I should probably keep reading the manual.
  8. Also... Challenge accepted! I'm a web/UI/UX designer, and this is what I've come up with. I don't have any significant experience with mod development though, beyond some really basic Module Manager patching. Would people be interested in this (or something like it) becoming a real thing? EDIT: I just realized that the wrong icon is selected in the left pane of the first slide. Too late to edit it now, but obviously, the top icon should be highlighted with the brackets, not the Prograde icon. EDIT 2: Credit where credit is due! The look-and-feel was heavily influenced by the displays in this mod.
  9. Sorry if this has already been answered, but I'm wondering if there's a way to increase the refresh rate on RPM displays?
  10. Hey Keniamin, I'm having some trouble getting the contracts to load. Attached is a screenshot of my debug screen; looks like it's getting tripped up by the BaseExists and BaseOpen requirements. I have Kerbin-Side Complete installed and working, and I think the latest versions of Module Manager and Contract Configurator. Is there something I might be missing? Let me know if you need any more information, and thanks!
  11. What am I looking at here? Is this a WYSIWYG editor for contracts? Enjoy your vacation!
  12. This may be a silly question, and my apologies if this is considered bad form, but does anyone still have a 1.0.5-compatible version of this laying around? I've rolled back temporarily to get Adjustable Landing Gear back (at least until Squad fixes the wheels system), but I can't find any working links to older versions of this cockpit. Tried the 1.1 release but (predictably) it doesn't work.
  13. Hi all! I'm wondering if it's possible to set a time-from-launch requirement for a contract parameter. I'm working on a Career mod with BDArmory and FAR in mind, to challenge players to build progressively more sophisticated jet fighters that mirror the performance of real-life counterparts throughout history. For one such contract, I want the player to build something similar to the first supersonic interceptors, like the F-104 Starfighter. These planes were designed to get up to high altitudes as fast as possible to intercept enemy bombers at a moment's notice. So along those lines, I'd like to stipulate that the player must reach an altitude of 5,000m within 90 seconds of launch (as in mission start, not takeoff) to complete the contract. But after reading through the docs on GitHub, I'm not seeing a built-in way to do that. My backup plan is to just ask the player to sustain a minimum climb rate for x number of seconds, but that's not really ideal, since one could just take their sweet time to get up to a high rate of speed in level flight before they start climbing. It seems like it should be possible to do this through an extended/custom parameter, but that looks to be way beyond my current abilities. Would anyone be willing to help me out?
  14. I'm looking at Community Tech Tree as a reference, but for some reason I can't get my .cfg file to edit any of the tech tree nodes. This is the syntax I'm using: @RDNode:HAS[#id[start]] { // -2568,1199,-1 @pos = -2568,1142.3,-1 @description = Is this thing working? } But the Start node in the tech tree remains unmoved and the description doesn't change. I've also tried adding :Final to the end of the first line with no luck. Also tried @RDNode[start]. I did successfully edit a PART module in the same .cfg, so I know it's getting loaded and that Module Manager is working. Any ideas what could be going wrong? EDIT: I found the solution! I had to wrap the whole thing with a TechTree edit. This made it work: @TechTree { @RDNode:HAS[#id[start]] { // -2568,1199,-1 @pos = -2568,1142.3,-1 @description = Is this thing working? } }
  15. Hi all! I'm brand new to FAR, but after lots of reading/experimenting I've arrived at a pretty successful design. She's stable all the way to trans-orbital velocities (did I make that word up?), but I'm having some issues with sideslip at 120-130m/s, which makes takeoff and landing pretty precarious. I'm wondering if there's anything I can do to fix that?
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