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Everything posted by Romfarer
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What\'s annoying about it is that the camera can see the buildings at ksp 'perfectly'. Here is one taken from 300km above ksp.
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Here is a sneak peek at the Target Cam prototype. Unfortunately it\'s range is only 2500 meter. The system keeps Unloading my vessels beyond that point no matter how fast i Load them again =P I want to make it stop doing that > Oh yeah and the game is rendered using 4 cameras and i have yet to figure out how to draw them all in the window...
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The camera works just fine as long as things are not too far away (2500 meter or something). Beyond that everything is pretty much invisible and it can only see the skybox. And this might be the true problem, i\'m sure i can force just the target object to show, but around it will be a gray skybox. Yeah i can remove that too and so but.....the dream of remote controlling a vehicle from orbit is far away as it means there probably wont be any surface to remote control it on =P
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Looks like it\'s gonna be a camera view of the target in a GUI window. Took me the good part of the afternoon but now i know how to do it this thing is funny, can make telescopes and stuff with it... Edit: I knew this would be tricky. So i have now made a window that displays the target, HOWEVER when the target is far away, it\'s just not there >
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I was thinking of adding a second lazor mounting position to the lazor system module. So the selection of systems would be based on the color of these. You would of course have access to all the stuff that requires a white, green, red or blue lead lazor then or two of variations of those colors. Or you could add a color crystal to one of them, opening up for more advanced systems, within its group (red, green, blue) and this is why i wanted to have those colors represent the really basic system functions. Already good on the way with the scanning system. One for finding targets in mouse-look mode and one for getting information about a target, once locked. Still haven\'t decided what to display though. I believe it is possible to display a wireframe image of the target. I also believe it is incredible hard to do =P on the other hand. YEEEESS we need this!! ??? do you want it as a hologram projected from the vessel or in a GUI window?
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I\'m glad to hear it finally worked out Please upload the craft file so i can have a look at it. The 'advance stage + set throttle' part of remote control was more of a tech preview. Right now it is only possible to remote control crafts within a 2500meter range. Beyond this point the craft is destroyed automatically by the game engine. This is definately a job for the side mounted lazors. I\'m gonna add these features real soon. This would be the heart of the planning phase, to build your lazor system to do exactly what you want it to do. I think i\'ll purposely make it so you can\'t run the system with everything enabled at the same time. Or would that be bad? Thanks for the feedback
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Is it still doing this?
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The craft made liftoff without problem. But i might have to implement a 'hack' to the fuel lines. You see, to remote control i have to take control of each part of the ship individually.
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The new patch introduced some changes to the Part class and this broke the lazor system. So i uploaded a 0.15 compatible version. It\'s also a preview of the mouse-look feature. I also added some hotkeys to this so you can activate mouse look by pressing 'v' and change the lead lazor color by pressing 'b'. And now there is also a test scenario in the bundle with two crafts orbiting Kerbin, 10 meter apart.
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I think what\'s happening is you are using a multi-stage rocket with several liquid fuel engines. Thing is i have to do a work around to remote control vessels and it makes things a lot more complicated. Hopefully it will not be too tricky to fix that issue, in the mean time if you want to give remote controlled launch another go i suggest using a simple craft. I appreciate the comments. Edit: Could you please attach the stock craft you couldn\'t get off the pad?
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I meant it\'s a marking system, it don\'t find anything it just marks locations so you can find your way back.
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Right now the remote control should work just as well even if the target vessel don\'t have a command pod. The stabilizing system will also work even if no SAS module is present, on either vessel. Some restrictions should probably be added to that later on. As for destructive abilities the S-D button is the most efficient destructive system in the game =P it requires a tracking station link-up though. So i have no plans of adding a damaging lazor to the system, tosh\'s laser is already perfect for that so i rather add an option to attach it to the system. I\'ve been working on mouse control for the lazor system. This thing is almost too efficient and it almost rendered LIDAR completely useless. So basically the green lazor will now be scanning in mouse-lock mode and everything you aim the green lazor at will be added to the target list. For the red lazor i\'m working on a marking system where you can mark locations on kerbin and the mun which will show up on the target list and on the map so you can for example, track the monoliths, landing sites or whatever. What information would be useful in the scanning system?
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I just uploaded the latest build (alpha2-4) and i\'m looking forward to hear what you think about the remote control system. If nothing else you got to try this: Position yourself somewhere off the landing pad in a cart. Then load up a rocket consisting of several parts. Then switch to your cart and remote control the rocket on the pad. Launch it and then press S-D and watch the fireworks ;D I\'d also appreciate suggestions as to what the other colors should do. I have more or less decided that the green one will have a scan function and the white one will be something generic, perhaps manual scanning and targeting. But nothing is 100% decided yet.
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Simple GUI Question + Try/Catch Question
Romfarer replied to OstermanA's topic in KSP1 C# Plugin Development Help and Support
I suspect your 'Using' statement might be used too narrowly. The StreamWriter object only lives inside the try block and thus it\'s exceptions are never caught. -
I got the stabilizer working, it will now stabilize the targeted craft making it stand still. Or if you press the prograde or retrograde buttons it will stabilize it in a prograde or retrograde position. It\'s not SAS per-se because when you hit the stabilize button the craft will spin back to the stabilize position no matter how far you try to tilt it off course. I think this should suffice for the single blue lazor remote-control system. Anything else you can think of?
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Yes i\'m gonna teleport a few crafts up into orbit later on when i\'m done writing this SAS thing. The basic version of this will be able to advance stages, set throttle, set direction and stabilize the craft with sas. Maybe some of those things will require additional blue lazors later and maybe more features will be added too. That\'s a cool idea to remote control the tiny rover btw. In theory it is possible to have several tiny rovers driving around on ground scanning stuff, all controlled by a satellite.
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Here is a screenshot of me remote-controlling a test craft. 8)
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EXACTLY!
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Well this morning i was launching rockets while being safely positioned in my test vehicle 100 meters away. Then when the rocket got in the air i would trigger self destruct on them, then i would LOL so next alpha you will be able to do this too. The thing with the rcs is just a user experience thing. I can\'t assume that the user knows the RCS is global. So if the user cant see the option on the interface, most users will not think that it is possible to use RCS on the other craft. But if they just hit R they will get rcs on all crafts. I\'ll just work on the assumption that they know that, in any case it should work fine to hold a craft steady without rcs.
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I can raise and lower the landing legs, activate the SAS and make it turn in any direction you want as well. I just cant flip the RCS switch on! =P I have tried to force pump rcs fuel into the things and more but i think it is reading the rcs lock from a global variable i just cant access. Once i hit R i can use the rcs blocks just fine, i just want a button in my program so the user don\'t have to hit R. Edit...so yes, once i have the RCS light on...i can use the other vessels rcs independently.
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I am working on a Remote Control module for my lazor system. I got the basics working, i can launch ships and set the torque remotely, advance stages and you name it. Except i can\'t figure out how to flip on the RCS! I discovered it is a global setting, meaning, if you have it on for one ship, it is on for all. I even tried to send keys as to activate it through the game ui but KSP didnt react happily to that.... How to i turn RCS on in code?
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Simple GUI Question + Try/Catch Question
Romfarer replied to OstermanA's topic in KSP1 C# Plugin Development Help and Support
As for your first question to center the gui. windowRect = GUI.Window (0, windowRect, WindowFunction, 'Map Module'); You can get the screen width and height by calling Screen.width and Screen.height. Divide it by 2 and you have the center position. private Rect windowRect = new Rect(Screen.width/2, Screen.height/2, 100, 60); shoud suffice. -
I appreciate the comments sal_vager, i have started modifying the system and it\'s already making a bit more sense Svga777... Mechjeb is a completely different system, i\'m not sure if it is combineable. Try this setup: /\ Lazor / \ Lazor system | | Pod x| x |x 3 red crystals, 3 lazors \ x| x |x 3 greencrystals, 3 lazors | mount these on the side of a fuel tank x| x |x 3 blue crystals, 3 lazors / \ / engine or cart Then you will be able to see everything the system can do.
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for me the white line also showed up with this craft: cart, pod and this craft: pod, fuel tank, engine. So right now to access all the features of the lazor system you need the following craft: 1 lazor on top, lazor system, pod, fuel tank, 3 red crystal + 3 lazor, 3 blue crystal + 3 lazor, 3 green crystal + 3 lazor, engine or cart. If you\'d get everything with the main system there would be little point in adding things on the side. I also don\'t want a system where you can get everyything just by adding a whole lot of lazors on the ship, you should have to design the system for a few tasks in the vab. For example right now you can: [li] run the system with only blue and red lazors if you only want to track celestial bodies.[/li] [li] only red and green lazors if you only want to track objects within 2500 meter[/li] [li] only green and blue if you want to track everything but only want a list (no graphical display)[/li] So i wanted to expand on this to sort of specialze the systems. Also note that right now the top lazor don\'t react to any color crystal so you can only make it red, green and blue. This is intentional. The idea was to have the color of this lazor determine what systems you can activate. If i add more color combinations i was planning to add another level to it so you could add a red, green or blue color crystal on top, then the color would mix and you would be able to access more system, but only within the red, green or blue spectre.(yeah it would probably be a good idea to have two top mounted lazors then. But anyways it is only plans right now, if i cant get the system to make sense i\'ll have to shut it down :\'(
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That white line shows up if i load up with only a capsule and a cart, so i doubt it is caused by my system. Hmmm, i always have several crafts around the launch pad area, all with lazor systems. I just drive one down the ramp, then hit escape and then click on space center, hit the launch pad button again, and bring in another craft. There is no l.o.s check in the system atm. The self destruct has no l.o.s or range check. The only thing with range check is the range display that shows up when you have a green lead lazor. I have had this issue as well and it is one of the reasons why i haven\'t done more with the modeling. The only way to solve it would be to make the parts bigger. For now i put a color crystal and a lazor on top of the craft, then put them on the sides. I\'m really puzzled why you are having problems bringing more crafts into the scene, i have never ran into this issue, please explain further. Lidar is currently not set for detecting other vessels, that is handled through the Tracking station linkup, but i see your point and i will fix that. Scan only shows up when you have the green lead lazor, it\'s still a work in progress and is just there for display atm. (no scan yet) I should have left scan out of the alpha2-3, sorry for the confusion. The red blinking lazors is the target tracking system. They are supposed to deliver radioactive material onto the target so the targeting computer can track them and draw the crosshairs, that was the idea, but i take it it\'s not that intuitive When i run my tests i have one lazor on top of the lazor system, with no attached crystal, then 4 red crystals side mounted + 4 lazors on top of those. I have the same setup for green and blue. Target tracking is activated when you have the red lead lazor (big red button). Lidar is activated when you have the green lead lazor (green button) and the tracking station linkup is activated when you have the blue lead lazor. If you are not either running a red lead lazor or have target tracking running you wont see any crosshairs. So the idea was to expand with even more combinations and you would configure the system by placing the lazors on the ship in VAB, bringing in only the systems you are interested in. I\'m just a bit stuck atm, but to that end your feedback is very helpful.