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Everything posted by darthgently
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
darthgently replied to Nils277's topic in KSP1 Mod Releases
What would cause Lynx parts, and no others, to appear completely jet black? No texture, no light even reflecting off them. As if they are made of compacted coal dust. I suspect a texture file problem. I don't have this issue with any other parts. Running Linux with an NVidia card. I can get you more specific info on request if you would like but wanted to open the subject if its a known issue with a quick answer fix. Thank you for all you do -
This is more of a KIS/KAS thing but it would be interesting if one could send out a memo like "3 engineers needed in 10 hours at Minmus Base #2 for heavy lifting at the new construction site" and when the player goes there 10 game hours from then, if it were plausible for 3 engineers to have arrived there in that time, like maybe they are stationed there, or are not too far away, then there they would be. It is very tedious gathering kerbals for heavy lifting as one has to do it one at a time, but it is more realistic that a message would go out and people would show up if they could. For people who don't do KIS/KAS they could just arrange a big party to blow stuff up
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Cache the parsed results of all those very fluffy and very wordy text files in GameData and store the resulting data structures as a big blob. If any file are updated, then just parse as is the norm at startup now, otherwise just mmap that blob and go
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Why not be up front about that as a valid way to pay for the game? Once you've paid the price, the miner goes away. A little popup console could tell the player how much the game is slowing down because of the miner and how many more hours of play with the miner at work they still have to play (at current exchange rates; no promises) before they get an unbridled version.
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
darthgently replied to Dunbaratu's topic in KSP1 Mod Releases
What is the best forum for discussing KOS coding detail questions? I've about got my nav light script how I want it but want to know the best way to make it always running on all of my ships. I don't want just hack it then have to fix it later. But this forum seems a bit quiet for that kind of getting into the weeds on things Here is question relevant to this forum: is there a way to attach an exit function to the code that always executes even if terminated by the user (ctrl-c etc)?- 1,364 replies
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
darthgently replied to Dunbaratu's topic in KSP1 Mod Releases
Nevermind. Going to try this I found on reddit: SHIP:CONTROLPART But in my defense, I searched in the git docs for "control" and this did not come up!- 1,364 replies
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
darthgently replied to Dunbaratu's topic in KSP1 Mod Releases
In the interest of good form and efficiency I want to use "listeners" over polling when possible. I have a stack of vessels connected to a main vessel and they each have multiple potential control points. I want to detect when each has been separated and which control point takes over on that vessel any time it changes. I'm wanting to allow for mods (TCA, mechjeb), ksp, or me (setting "control from here" for docking etc), or whatever changing the control point for whatever reason so my code can simply adapt to the situation or change it to what it requires. One thing I'm working on is changing the colors of the nav lights on the craft to reflect current dorsal, ventral, starboard, port sides of the vessel (like the nav lights on aircraft or boats) so I can tell at a glance the orientation of the vessel as the colors change along with the change in control point (and control point orientation). Can I "listen" for this change of control point in some non-blocking notification style way or do I have to poll for it using a WHEN that evals every loop? I realize that from a user perspective the WHEN/ON seems like a type of event listener, but it is really polling every loop from what I can tell Maybe a better way to ask this is what is the nature of cooked, recurring, and callback triggers with regards to whether it is more of an event listener or basically just polling. My take so far is that some (but not all) LOCKs and cooked stuff seem like they may be more of a non-blocking event listener type mechanism underneath updating the locked variable from which can be read the most current value in a quasi-polling kind of way, while recurring WHEN/ON stuff is basically polling. And the GUI callbacks appear to be true listeners, but a lower priority than most other code. I haven't fully digested delegates yet but I'm thinking they could work like true listeners also. That said, can I listen for point of control change or will I need to do a WHEN/ON or some type of delegate (that I've yet to fully understand) Thanks!- 1,364 replies
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
darthgently replied to Dunbaratu's topic in KSP1 Mod Releases
Is there a way to tell by the syntax of the KOSProcessor entry in the .cfg whether it is checking to see if it is already there or not? Or does that logic occur elsewhere? Pardon my jumping in please, but this applies to something. I want something to grep for to automate this kind of audit for this and related situations- 1,364 replies
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RCS sound is ridiculously loud compared to other ship noises and the human brain can only deal with so much noise like that before it becomes cloying. Aesthetically, it completely clashes with the ambient music. And as we all know there is no sound in space so there is no real argument for them being so loud once one has folded on sounds being there at all. But even if the idea is you'd hear them inside the ship they certainly wouldn't be louder than the main engines and probably much more quiet (any real astronauts out there who know?). It is particularly annoying when doing a long decel using RCS on Minmus or similar when the sound file apparently runs out and it apparently loops to repeat with the quirky gap in between; it doesn't increase the sense of realism and definitely not when so loud. Bridging the sound gap on long RCS burns would be great also, of course, but for now a separate RCS volume slider in settings would be a nice mitigation. Is this something a mod could do or is it something better left to KSP?
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
darthgently replied to Nertea's topic in KSP1 Mod Releases
How big a task would it be for someone to fork a version of the Falcon landing gear so they could autolevel? I want it bad [edit wrong image url] https://drive.google.com/file/d/1UQFpCKFYuzrehm_A84Fct9SImlPct8OZ/view?usp=sharing -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
darthgently replied to Nertea's topic in KSP1 Mod Releases
After dealing with the kraken on Minmus too many times I'm experimenting with a leveling modular platform where each piece is a hexagonal procedural structural element that is light enough that a single kerbal can assemble the bigger platform on the surface using KAS. Basically an IKEA deck that a base can be built on later, or even just a storage area for KIS containers or whatever. So the craft is very light weight. I was planning on having a leveling base under the center hex, level the platform, then nail it in place with a launch clamp or something like that (kind of fuzzy at that point). But on the current experimental craft I've tweakscaled the single base to 10m and I'm just hyperediting it to the surface with some RCS thrown on. I edited the part cfg to reduce the ExtensionRate of the base to 1/8th at 0.0125 and that helped a lot. No more launching off the surface. But the platform is nowhere near level once the legs stop moving. It almost looks like in the low g, it will be teetering on 2 opposing legs, and by chance reach a point near level, and decide it is done which leaves other legs hanging. I've ruled out the speed of the legs pushing down in by slowing ExtensionRate to 0.025, so it must be something else. I'm thinking the combined dV of the extending gear needs to be less than some number related to whatever body the base is on, and perhaps some indicator to the player that the base is busy doing this stuff if the rate is very slow for a low g surface; indicating that it might take awhile (blinking the lights above the gear "A", "B",... labels?) https://drive.google.com/file/d/1ADU6wZYjcTPciPPeDFM1Pqp2HOj3uINE/view?usp=sharing https://drive.google.com/file/d/1Lk6YA9fj_SnGPP_TF7fOGgCODMZNv5Kx/view?usp=sharing https://drive.google.com/file/d/1iLJQ-fKJ31ZF1h3TaFeJYkdlvk_51VNf/view?usp=sharing If you look really close you can see in the last 2 images the right click menu for the base shows the "finished" level reading in degrees of 4.x and 8.x degrees, and in both attempts I noticed it reach a teeter-totter point of near zero on 2 opposing gear at which point it seemed to stop moving (but hard to tell at 1/8th speed) I'm wondering if this is an artifact of scaling it up to 10m. But I don't see how as those pad offsets would make even less sense at the smaller, original, 3.75 scale. I guess it depends on how the code is determining how to move the pad to where it needs to be and whether that is scaling those values correctly. Or maybe scaling some, but not others. If getting the pad to the position depends on the extension rate and moving for a period of time then maybe my changing the extension rate triggered this out-of-plane condition if the extension rate doesn't scale right and it is used on for positioning the pads The pads should end up in a 2d plane tangent to the slope if all works right, so whatever the extension rate or scale just moving the pads into that plane, but not too fast for the local gravity, is one way of looking at it. And verifying that everything scales correctly EDIT: Just tested at default scale and it works mostly (2.2 degrees off of level, but all the pads are on the ground) so I'm fairly sure the autolevel doesn't scale correctly. And not sure if the 2.2 degrees off is normal or a bug; if not normal, then its a bug. So the only big issue is keeping the ExtensionRate down with regards to local gravity and the level algo needs to take scale into account. https://drive.google.com/file/d/1zf1r7wsyyyQV8YZzv85DqCtJcKsN1zIO/view?usp=sharing -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
darthgently replied to Nertea's topic in KSP1 Mod Releases
I'm trying to sort out how these autolevelers work using HyperEdit. Is there any way to control the force at which the landing legs on the autoleveling bases deploy? In low grav the autolevel isn't working for me as it launches vessel off the surface as they deploy. Do they work by detecting ground contact as they deploy or by making internal reference to the slope and its direction? It seems the former. Once the first pad comes into contact with Minmus, it launches the vessel up such that the other legs don't stop at the correct point and keep going so even after it settles back down the legs are all wrong. I've tried using RCS to hold the craft down when I click autolevel but the legs just overpower it and its just hopping around like a frog as I keep trying -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
darthgently replied to Nertea's topic in KSP1 Mod Releases
Do the autoleveling bases need any support parts like electrical power or a KAL9000 etc? Or do they just "work"? Thanks for all you do! -
I'm curious about the particulars about how a satellite scan gets "more detail" if rovers with the right parts are involved. How much more detail? Does the detail only apply to the area a rover roves in? How big an area around the rover gets more detail? Would any landed vessel work, or does it have to be a wheeled rover?
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Wow. First time on the forum and I go to the more recent posts to ask a question and it has just been answered already. I need to go to Vegas now and bet some money. Thanks! Very cool mod, gritty and keeps it more real. Just a shot in the dark but I had vaguely similar issues and for me the culprit appears to have been RemoteTech. No issues since moving to RealAntennas (and starting over basically as I had all the wrong antennas throughout the Kerbol system ). But I also changed a few other things so it may not have been the RT; just throwing out that fuzzy data point
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Ok, I am running 1.9, that explains why after installing KSP-Recall I haven't had it happen again. I'm just trying to have fun playing when I'm not working and have trouble finding time to methodically sort out which mod, or combo of mods, may be an issue; so many times I'll change so many things at once trying to get a stable system quick that I'm never sure what fixed a problem. I did finally take the time to look at logs and leverage the Exception Detector mod to realize that RemoteTech was by far the biggest problem. It is gone now and things are so much better. Thanks for the clarification
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Hi, thanks for all the work on this devs, I truly appreciate what it takes. A couple of things that have been recurring to me. First, I was wondering if the possibility to have one's flag displayed on the side of procedural parts was on the list of todos. Basically having a "toggle flag" option as many of the stock command pods and some other parts allow in the right click menu. A minor thing, but when it comes to screen shot time those big procedural tanks are perfect for displaying the logo/flag. Second, there are a few points in the edit process where with a procedural part the top and bottom can get reversed (like putting symmetrical cone shaped fuel tanks around the COM for balance by copying one and flipping it over) then when adjusting dimensions later the 'top' is now the 'bottom'. Then with the procedural decoupler it is very hard to know for sure which side it separates and which side it sticks to, but come to think of it I'm not sure if I've ever noticed if it sticks around as debris after decoupling. Maybe it goes out of game completely so the orientation issue doesn't matter. Then finally, the main reason I came here is that I want to start playing with making textures for various parts in ksp and was looking for pointers on how to make a texture for procedural parts. Is GIMP adequate to do this? Do they need to be compiled into something or just put as files somewhere with maybe updating some cfg file as to their existence? Any clues appreciated and any decent textures I make will of course be made freely available
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YHNYC (You're Hot 'N You're Cold) Planet Pack
darthgently replied to halleyyy's topic in KSP1 Mod Development
Bingo. The best advice I ever received was do *not* talk about your plans unless forced to in order to actualize them. *Do* them. Makers make. Put away the cheerleading pom-poms, break out the blood, sweat, and tears, and *work*. Let your ideas emergence and actual existence do the talking after you have actually done something tangible enough to make it real for others. Imagine an egg that started talking about the chick it was going to grow inside, but with every flap of its strange egg-shell lips yolk and egg white scatter to the wind leaving an empty shell. Don't say and spray your chicks to the wind before they hatch. Don't dissipate your creative energy by using it to power mere flapping jaws. You don't need the crowd's approval to make something and the true reward comes from making it, not from talking about it- 18 replies
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[WIN] KML - Persistence file editor
darthgently replied to Mythos's topic in KSP1 Tools and Applications
I'm curious what the top use cases are for a persistence/craft file editor are for different KSP players. I know what my top goals are: .craft file editing: 1. Ability to remove (maybe even upgrade to newer similar part in same step) obsolete parts, en masse with a few clicks. 2. Remove parts that are causing exceptions or errors, perhaps replacing them with procedural structural elements and healing all attachments affected with the stub as a placeholder. Or maybe just removing the modules from the parts that are specifically causing the problem (for me lately it is RemoteTech AYA stuff) 3. Duplicate contents of one full KIS container on a vessel to multiple empty containers on the vessel without having to drag and drop each item into each container in the editor 4. Tuning RCS placement and angle algorithmically in the file outside of the game rather than in the editor 5. More convenient editing of Action Groups 6. Finding and dealing with those "lost" parts buried in the clipverse under the skin of craft 7. Audit a craft for what parts and mods it relies upon. So one can know the impact of removing a particular mod 8. Audit a craft for part clipping/overlap issues 9. Audit a craft for weak joints relative to forces from engines, drag, and torque 10. Re-establish symmetry for parts that have been removed from symmetry for one reason or another 11. Select a set of parts based on a regular expression of part names, nameTags, ... and then apply any number of operations: tweakscale, thrust/yaw/pitch/roll/translate toggles, autostrut on/off, etc to all at once .sfs file editing: 1. Countering the Kraken. I think it is fair play to set the SMA of your Dres satellites by hand in the sfs when after hours of doing things by the book, during your last satellite deployment in the system, it, and your deploying ship, gets nuked by the Kraken simply because it got annoyed by time warp (the errors and exceptions in the log were all from Farram Aerospace and the satellite, in space around Dres, was rattling and shaking like it was descending through atmo to the surface of Eve (ship effects mod), then it exploded, so yeah, big problem there, but not my problem). When KSP and mods play by the rules, so will I. I only do sandbox anyway until I get a combo of KSP and mod versions that is mostly stable and predictable; which hasn't happened for me yet 2. I don't have a 2 for .sfs I am mostly concerned with .craft file editing at this time. But I'm thinking of diving into this aspect of the KSP code support community and maybe trying to help out with some mods so am wondering what the main reasons are that people want to edit these files are as I'm sure they aren't exactly the same as mine. There are too many possibilities to cover all, so I want to focus on what is useful- 238 replies
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[WIN] KML - Persistence file editor
darthgently replied to Mythos's topic in KSP1 Tools and Applications
I have yet to get wine going on this build but I could give it a shot in the next week or so and report back- 238 replies
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[WIN] KML - Persistence file editor
darthgently replied to Mythos's topic in KSP1 Tools and Applications
There is a possible middle ground where the focus would be to just get it to the point of running under wine on linux I suppose: https://ccifra.github.io/PortingWPFAppsToLinux/Overview.html Most linux users are familiar with it as a compromise and while they wouldn't wan't to run KSP under wine, a file editing tool would be perfectly normal use of it. It will be interesting to see what KSP2 reveals in many regards. I'm wondering if it will still be hard in 2 for mods to prevent propagation of clicks to windows underneath. It boggles me that is a problem in a major game in the year 2020; that is like a 1993 kind of problem when even cool techies were still vexed as to whether "gooey" or "Gee You I" was the proper way to say GUI- 238 replies
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[WIN] KML - Persistence file editor
darthgently replied to Mythos's topic in KSP1 Tools and Applications
Could someone throw me a quick clue on where to start on getting this to run under linux? I downloaded the source, am fairly familiar with C, C++, but C# is newish to me. I did grab the mono dev env when I installed the debian awhile back so I think I'm mostly set to give it a go with maybe some other minor downloads. Really, just some focused clues, I can go from there. I just don't want to go down a garden path for a week when if I'd asked these questions I could have been going in an hour or less; the unobvious gotchas, that kind of thing. Thanks in advance- 238 replies
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