-
Posts
1,326 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by stibbons
-
How will kids learn the names of over 100 planets?
stibbons replied to Spaceception's topic in The Lounge
I live in a country that has eight states and territories, with their associated capitals. I'm similarly baffled about how kids learn 50. -
Sorry for the delay, but I've just updated my cross-platform fork for the latest plugin / KSP release. Note that I've built it and tested that the demo sketch in KSPIODemo16 successfully handshakes on my Mac. Haven't done any further testing than that, but also have no reason to believe the rest won't work. If you're interested in trying out KSPSerialIO on MacOS or Linux, you can get it from SpaceDock: https://spacedock.info/mod/850/KSP Serial IO (cross platform) (ping @Denko666, who was interested in this last week)
-
Shorter KSP forums: SQUAD: "We're localising KSP" Forums: "OK" SQUAD: "We're localising KSP" Forums: "OK" SQUAD: "We're localising KSP" Forums: "OK" SQUAD: "We have an announcement!" Forums: "OK" SQUAD: "We're releasing our localisation pack!" Forums : "WHAT?!" Alternatively: Forums: "Announce your releases." SQUAD: "No." Forums: "Announce your releases." SQUAD: "No." Forums: "Announce your releases." SQUAD: "No." Forums: "Announce your releases." SQUAD: "OK, here's our next release." Forums: "WHAT?!"
-
Congrats on finally bringing the l10n work to release, folks!
- 223 replies
-
- 1
-
-
- localization
- thekerbalchronicles
-
(and 1 more)
Tagged with:
-
My vague, completely unresearched opinion is that plasma effects are a sign of an inefficient ascent. I tend to back off the throttle or slow my turn to try to avoid it.
-
The message you get when you select the SVE module is "Module Scatterer-sunflare is provided by more than one available module, please choose one of the following mods:" That message is literally telling you that there are several sunflare mods available, and you need to select which one to install. So you select one. Granted, it's not obvious why CKAN would be telling you that, but the fact that it appeared after you told it to install SVE is a clue - if you dig through the relationships tab for SVE, you'll find that it depends on a sunflare mod. So, it asked you to pick a sunflare mod and you picked a sunflare mod. Pretty sure that answers your question. "is this correct" is left as an exercise. But the general rule with CKAN is that you can always proceed safely. The standard client will try very hard to not interfere with installed mods, and it's virtually impossible to damage your KSP installation. There's no more risk to using CKAN than there is to installing mods by hand - but to be on the safe side you can make a backup of your saves folder. Yes, definitely. What happened when you tried?
-
Help With Steam Key
stibbons replied to Steve302's topic in KSP1 Technical Support (PC, modded installs)
This is answered in the FAQ on the website. -
It does not. The way this plugin receives data uses serial event handlers that only seem to function properly in win32. I've got a KSPSerialIO fork that replaces the serial handling, and does work on Linux (and MacOS). I haven't been maintaining it much recently, and it's one or two releases out of date. Can get a new build uploaded if there's interest, though.
-
The HC-05 is a serial module. It can work on its own, but all it can do is send and receive serial data. It does not support the bluetooth profiles for streaming audio, and it doesn't have a DSP to convert the signal to to audio. I've never tried it, but it looks like you'll be able to use an RN-52 module as a standalone audio receiver. Check out SparkFun's documentation for their RN-52 breakout board for an example.
-
So, my practical experience with KSPSerialIO is that bandwidth on the serial link is nowhere near as limiting as you might think. Serial buffer size on the controller end is an issue, but I'm expecting sending lots of small packets instead of one large one to be much easier to keep the buffer drained. You did make me realise that I'll probably need some sort of queueing, or at the very least a semaphore, in the serial class itself to make sure there's no concurrency issues. Apart from that, I was thinking I'd end up using the same sort of mechanism you describe. The way that I've been doing it in my build was to have one device receive a packet and then immediately send it to several others over I2C. That was incredibly efficient for me because my design also happened to only use that device for input back to the game. But could quickly get more complicated if you also need to be retrieving data from your I2C slaves instead of just sending to them. For the serial port library in KSPSerialIO, I'm almost completely certain that using an alternative serial chip on the device end is working for it. For my code, I'm a little less certain until I actually dedicate a weekend to doing it properly. Still a few options to work on, but it'll take me a decent chunk of time.
-
Kerbal Instrument Panel: In-Desk Apollo Themed Hardware Controller
stibbons replied to richfiles's topic in KSP Fan Works
Nice work (finally) putting your build in its own thread. Not sure if you saw it, but I've been working on my own serial interface mod. Uses the cross-platform serial stuff I'd been working on for KSPSerialIO, with a new serial protocol and a bunch of my own thoughts about how a mod like this would work. I vaguely recall you being interested in MacOS support, so maybe you'd like to take a look.- 238 replies
-
- 3
-
-
- totm jan 2022
- arduino
-
(and 2 more)
Tagged with:
-
In this thread: people learning the difference between metres and meters.
-
Getting this right took me a lot longer than I thought. The system I've put in place for managing data received from serial devices isn't perfect, but works fairly well and should be flexible enough for this use case. Sending data from classes to serial devices should be easier now I've got a handle on how events work in C#. The next step after that will be figuring out a scheduling mechanism. I'd like my plugin to handle scheduling serial data by sending events to the different classes indicating when it's their turn to send. The problem is, given a collection of methods, how do you decide how often to call each one? Just set a configurable delay between them and iterate through them? Give each method its own delay (slightly randomised to minimise overlap) at runtime? Distribute them through a fixed time slice? Something else? I suspect I'm overthinking this part, but it's bugging me a lot.
-
No longer maintained: I don't maintain this mod any more. @Simpit Team have taken over supporting and working on the mod, please see their new release thread. What does it do? This plugin maintains serial connections to one or more hardware devices. Each device can register to receive information that it explicitly wants to receive (for sending to a display, setting off an alarm, triggering a PC shutdown when your vessel runs out of power, etc). A device can also send commands back to the game (stage your rockets with a big red button, build a custom HOTAS to pilot planes, control your EVAing Kerbals with your treadmill, etc). The plugin comes with a companion Arduino library, to make it easy to get started building interactive Kerbal hardware. No really, what does it do? It lets you build things like this: What does it run on? I officially support and test this plugin with 32- and 64- bit KSP on Windows 10, MacOS and Linux. Previous versions of Windows... probably work, but you're on your own. Most microcontrollers should be supported, but only a few have been thoroughly tested so far. Refer to the Supported Devices page of the documentation wiki for more details. If you're using something different, I'd genuinely love to hear about it. What sort of information can I send and receive? The plugin currently sends: Altitude data (sea level and surface. Velocity data (orbital, surface and vertical). Apsides data (apoapsis and periapsis). Time to next pair of apsides. Resource levels (stock fuels, ore, ablator, etc). Action group status. Target information (distance, and relative velocity). Current SoI. The plugin is able to receive commands to control: Custom action group commands, with full support for Action Groups Extended actions. Regular action groups (staging, abort, RCS etc). Main throttle. Vessel rotation and translation. Wheel steer and throttle. Eventually the plugin will be capable of sending most of the telemetry you'd expect from stock KSP and mods such as KER. It will allow full control of vessels and Kerbals, and some limited interface control. Where can I get it? Search for "Kerbal Simpit" on CKAN. I only support installation of this plugin through CKAN or similar mod managers. The only other automated module manager I'm aware of KSP Mod Admin, but I've been struggling for weeks to get it to run on any of my test systems. If there are others around, I'd love to add support for them. Note for the few folk who tried out prerelease builds: You should probably remove the custom CKAN repo from Settings -> CKAN Settings. I'm not uploading releases there any more, and it will eventually go away. The source code is available from https://bitbucket.org/pjhardy/kerbalsimpit/overview . Binary releases sit in https://bitbucket.org/pjhardy/kerbalsimpit/downloads/ . What else do I need? This mod uses Alternate Resource Panel for all of its resource information. Without it, none of the resource providers will send data. This mod will make use of Action Groups Extended if it's installed. With it, all 250 action groups can be accessed. Without it, only the stock 10 action groups will work. Where can I get the Arduino library? Search for "Kerbal Sim Pit" in the Arduino Library Manager. Its source repository is at https://bitbucket.org/pjhardy/kerbalsimpit-arduino/overview . How can I use it? For full documentation, refer to https://kerbalsimpit-arduino.readthedocs.io/en/stable/index.html Quickstart guide: Install the plugin. Configure the plugin. An example config is in `GameData/KerbalSimpit/PluginData/Settings.cfg.sample`. Either copy that file to Settings.cfg or just launch the game once and let the plugin generate a default config. Refer to the Plugin Configuration page on the wiki for details on how to set up ports. Install the Arduino IDE and install the library. In the IDE, browse to File -> Examples -> Kerbal Simpit. Select the KerbalSimpitHelloWorld sketch and flash it to your board. Run the game again. The plugin will log successful device handshakes to KSP.log. Changelog: Full changelog is available from https://bitbucket.org/pjhardy/kerbalsimpit/src/master/CHANGELOG.md?fileviewer=file-view-default License: This project is licensed under the Simplified BSD License.
-
Practical for what?
-
Sure. If the "left" switch is closed, set TX to -1000 (or Yaw, or Roll, depending on what you're using the joystick for). If the "right" switch is closed, set it to 1000. And so on. I'm using digital joysticks on my board, and added a potentiometer to let me set the intensity of movement. With the knob turned up full, the translation controls work at full strength. With the knob set to half way, the translation controls only send 500 instead of 1000. It works a lot better than I expected it would.