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Posts posted by kujuman
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1 hour ago, DeputyLOL said:
@kujuman Do you think RPM could get a 'Runway' or 'Waypoint' variable so we know when NavUtilities is following a waypoint or lining up with a runway.
do you just want to know if it's a runway or a waypoint? Navutils always has some target destination selected, even if the screen isn't up. If you let me know what you're thinking you'll do with it that will help me figure out how to write it
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19 hours ago, eberkain said:
@Ser, you sir are awesome.
he really is. Been away from KSP during 1.1.3 update, so absolutely install his fix.
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you know, this is such a glaring and significant error with the game, I have no idea how it could have gone unnoticed for so long.
we should ask the RSS players how they think the on-orbit views look...
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...Excel* locks up irrecoverably more than KSP CTDs for me...
Although what I like about KSP's development is if a serious, reproducible, issue happens, the devs still are working on it--we're not stuck with 1.1.2 forever (unless something goes terribly, terribly wrong). So if it's unplayable, but the previous version isn't, make bug reports, roll on back to 1.0.5, and check in with later releases to see if the issue you're having has been resolved Is it perfect? No. I do understand if it makes you not want to even deal with KSP, though. And no, the game didn't crash "for no reason"; there's a reason, just it might not be evident.
*Although I think it's old-work-computer-hardware related, but still
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Just inquiring as to what you're using/planning for modular SRBs
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8 hours ago, fredinno said:
"Fuel to burn".
Have you ever actually played KSP?
And SpaceX is talking 3 month transfers? I highly doubt it, that'd be a serious waste of fuel, when there is no fast way to get to Mars anyways (launch windows open every ~2 years, the longest for any planetary launch window :P)
Source?fuel to burn is a perfectly good phrase--why wouldn't it be?
a three month transfer isn't necessarily a waste of fuel--reduce radiation exposure, reduce consumption of consumables/extend time @ mars. Time is money, and propellant is money--it's just a trade-off of what you want to save more of.
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8 hours ago, xD-FireStriker said:
use this. It says 0.90, but it should work in 1.0.5 https://github.com/kujuman/NavInstruments/releases/tag/v0.5-RC3
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On 5/23/2016 at 6:40 PM, Beetlecat said:
I love this mod so much-- but now that I'm trying it with KerbinSide, etc. The available runways to cycle through is unusably long.
Is there a menu/list option considered to select the current nav target?
there hadn't been, but I could see about adding a list. Should be simple enough, just would take some free time
1 hour ago, xD-FireStriker said:Hey @kujuman does the new update for 1.1 work with 1.0.5? if not do you know were i could download the 1.0.5 version of the mod if it hasn't been lost
Thanks FireStriker
xD
the newest version won't work in 1.0.5, but if you go to the github link, there should be a version to one that's for 1.0.2 that'll work in 1.0.5. I think it's 0.6alpha 2 or something weird. On mobile so can't easily just post the link right now
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On 5/13/2016 at 5:02 AM, DeputyLOL said:
Question:
This is a relatively small thing but I'd like some input on it. The Stall Warning is set to activate in one of the 3 following conditions.
1. Speed drops below stall speed.
2. Angle of attack exceeds 15*.
3. Elevator is pitched all the way up but the pitch is decreasing.
In a perfect world there would be a stall equation that i could use in KSP that would mean that I wouldn't need preset stall speed and that the plane could calculate them 'on the go'.
Advantages of this is that stall warning could be accurate on any plane and not just the one I designed.
Disadvantages of this is that it will probably hit performance through the floor..... and it probably wont work as I would have made it.
My question is that using the variables available to me: https://github.com/Mihara/RasterPropMonitor/wiki/Defined-variables
and the RPM_CUSTOM/MATH/SELECT/MAPPED variables. Could I make a stall equation?I don't know if there's a simple equation you can use, but let me see if KSP calculates "stalling". If it does, it should be easy enough to make a small .dll for it to communicate w/ RPM or add to RPMs variable list.
EDIT: Couldn't find one in the stock game, so I don't have any suggestions for the generic aircraft.
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If you missed the interview, you can check out the interview on Twitch!
or the whole Video on Demand https://www.twitch.tv/dasvaldez/v/66033245
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On 5/6/2016 at 9:49 AM, Ziw said:
@kujuman or anyone else experiencing wheel jitter - please try this dll (replace your existing InfernalRobotics.dll with this one), it uses a different approach for auto-strut removal and re-creation.
https://mega.nz/#!ud1jRCaR!bwnIRog24Hc-PUOrhvN8bTB6o0RK37E4antzMnuTdgM
Alternatively - post a craft file here, so I can test it myself
This version seemed to fix the issue for me. I can still upload the previously troublesome craft if you'd like.
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Wondering if anyone else has gotten jittery laden rover wheels on the same vessels in moving from 2.0.0 to 2.0.2 ? Jitter stops on revert to 2.0.0 . Will look through logs etc later today if I can to try to see what I can find.
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On 5/3/2016 at 0:47 PM, linuxgurugamer said:
I just saw that you didn't merge my pull on Github, are you going to be doing that?
The code was pulled, but I had to do it in the git console (which I admit I don't really understand) so it might not have said, "yes, it was pulled", because I kept smacking it until it worked...
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On 5/2/2016 at 2:08 AM, Deimos Rast said:
So neither Mod+Clicking the button nor rightclicking the button brings up the settings for me (linux x64bit 1.1.2 or whatever version we're on now).
I don't have a linux install so I can't test this myself. Right click won't work for anyone (it was a work-around in 1.1 experimentals, but it might work again, so I'll rework that soon). Next version might be able to fix that.
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Quick question:
Are winch-port attachments meant to be persistent through save-load cycles? Using the RW-50 winch and the CC-R2 on the same vessel, it thinks the port is occupied after load, but the physics disengage, and the winch + port appear to remain unusable. 0.5.7 in 1.1.2 windows, both x64 and x86 KSP.
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On 4/20/2016 at 9:16 AM, linuxgurugamer said:
Any word on a 1.1 release?
The current version is for 1.1. I realized I didn't make that clear, so I edited the main post.
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On 4/8/2016 at 1:25 PM, DeputyLOL said:
Do you think you could expose the short runway ID to RPM please?
Having a bit of trouble getting the long one to fit consistently.
Just saw this. I'll add it in the next version!
It's been added to 0.6.1!
PS I don't check this thread very often, but if you send a PM or use the @kujuman, I'll see it a lot faster :-)
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You have to do this by hand. In the main KSP install folder edit the line "CONIC_PATCH_LIMIT = 3" in settings.cfg. The bigger the number, the more paths are drawn
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On 4/18/2016 at 11:50 AM, Red Iron Crown said:
Needs a new resource flow mode, which can't be added by mods afaik. Would be interesting to be able to set the number of propellant segments.
It's doable via mods, but the fuel flow isn't "official" (so the game doesn't know it's flowing fuel...it's...hacky lol), so I had to write a custom engine module, and things like KER and MechJeb don't know how to calculate the dV for them.
On 4/18/2016 at 11:41 AM, Nich said:I know it would take a lot of rework but why don't we separate SRB motors from there fuel like LFO. This way you can build your own SRBs as you would like. If this mod already exists please let me know as I feel it is not worth the devs time to add to stock if it has already been done in a mod
It's been done as a mod, but not updated for 1.1 yet. AdvSRBs (check my sig) didn't appear to ever get the support I felt warranted the upkeep put into the project.
I still think I got SRBs the way they "should" work but without being able to work natively with KER and MechJeb using them took a little more effort by hand than they were ever worth, except for perhaps shuttles.
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2 hours ago, Brainlord Mesomorph said:
You could (more accurately I could) definitely write a .craft READER. An out-of-game app that turns the file into a collapsible tree-view. There are more complex CGI apps that store files similarly and THEY have out-of-app readers.
Once in there you could do *some* things. Finding and removing broken struts is what I had in mind.
You MIGHT be able to write a simple one.
One could probably do quite a bit with a .craft reader, and I agree that it'd be relatively easy to do. I'm having a bit of trouble thinking of anything that one would want to do that'd be easier out of game than in game though.
I just looked through a simple .craft file, and...no. Please no. Position/rotation would be tedious but straightforward. The module information though would be annoying if one can't just copy/paste from an existing .craft file.
Edit
I think I've actually written a .craft reader back in 0.16 or so. It didn't do much, but it wasn't too hard to get a list of parts out.
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1 hour ago, linuxgurugamer said:
Hope this helps, looking forward to future updates
LGG
Thanks for your work! I'll keep working on the GUI, but right now it's functional, and that's key.
It now works in the flight scene! You can delete struts & fuelLines in flight as well as in the editor. Still working some issues, so the d/l is not updated yet
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6 hours ago, linuxgurugamer said:
Another thing to consider, may be a bit harder: In flight, show unconnected (bad?) struts, and add ability to delete them in flight to help save on partcount.
3 hours ago, linuxgurugamer said:I had some time, and really wanted to be able to have this delete struts.
So I forked it and added a window to list all the struts, and by clicking a button, to select a single strut.
The link is here, I'd be very happy to push it back to Kujuman.
Even though there is a "Delete" button in the window, it isn't working yet.
@kujumanI hope you don't mind. There wasn't a license in the github repo. I haven't yet done a pull request, let me know if you want me to. This repo also includes files used by Xamarin (including the csproj file). If you ask, I will take it down.
Adding the ability to view/interact w/ struts in Flight is nice and easy :-) (Of course, I did break it in the editors...now to fix that, XD )
Go ahead and send me a pull request. I have some ideas to try for deleting parts, and I'll try them out.
The license currently is All rights reserved, but I'll make that more open soon; just going through the different license options isn't the most fun. In the time being, you have permission to modify the source code for personal use.
Thanks for your work on this! I'm surprised how much interest this has gotten.
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auto delete would be pretty easy to add, but I want it to have a separate button/control. sometimes KSP doesn't link struts symmetrically, and it's nice to see where there was a problem. It's something I'm considering though :-)
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StrutFinder highlights all of the struts and fuel lines on your vessel in your VAB and SPH. 1.1 ONLY
Still WIP
"Bad" Fuel lines and struts are either (1) not connected on two sides or (2) are connected to the same part with both sides
Controlled by GUI on the applauncher.
0.2 Update: Added a GUI window (thanks to @linuxgurugamer). Hold Mod + Click on the app launcher (Alt + Mouse Click on Windows, Option + Mouse Click on Mac) to open. You can remove broken struts in the GUI.
Added a config file so you can customize your strut colors.GitHub page https://github.com/kujuman/StrutFinder
https://github.com/kujuman/StrutFinder/releases/tag/beta
Unzip, and put the folder "StrutFinder" into GameData
(c) 2016. All Rights Reserved.
Special thanks to @linuxgurugamer for working on the GUI and part deletion code!
Planned Changes
Better handling of adding new struts.
Connected Fuel Tank highlighting when click on fuel line
[1.4.0-1.8.1] NavUtilities continued, ft. HSI & Instrument Landing System [v0.7.2] (2018 Apr, 1)
in KSP1 Mod Releases
Posted · Edited by kujuman
I think I just wasn't thinking when I made the art. I think it would only require changing the background image (just move the GS markers up until they are in the middle) and changing the assignment in line 279 in GlobalV_DisplayData.cs; probably to y0 += 0.5f.
@Ser Let me know if I should make and test those changes and then put in a pull request.