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stibbons

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Everything posted by stibbons

  1. Traffic to 127.0.0.1 will only use the loopback interface. It could help in the (unlikely) case that you have a problem with your TCP/IP stack. But it won't exercise the hardware, driver or configuration of your external interface.
  2. Then you want to be watching the KER release thread. Yes, updates are in the works. There's discussion on how it's going in the last few pages.
  3. Couple of places you can look: http://downforeveryoneorjustme.com/spacedock.info will tell you if the basic functionality is there. The spacedock thread has site status updates. Both of those seem to imply that there's been some work to cope with the recent 1.2 release, but everything should be working right now.
  4. I'm doing the same thing, rendering a navball on a teensy 3.2 (to be upgraded to a 3.6 at some point). Have had a couple of attempts at getting the vector data out of KSP, but still haven't managed to decent Euler coords out. I'd be very interested to see how you managed it.
  5. The mod in question is KSPSerialIO and, yes, that's precisely what it does. It populates a data packet with various bits of information gathered from the game, then fires it down a serial connection. A few more public getters on your existing BetterBurnTime class would probably be workable. But that sounds fantastic.
  6. If you've upgraded from a previous release to 1.2, you may want to try the advice in this answer: If that doesn't work, I'd suggest reading this thread to help gather more information that would be helpful diagnosing your problem.
  7. I fired up a quick sandbox game in an unmodded 1.2 install on macOS an hour or so ago because I wanted to hear the new landing gear sound. Can confirm that when I put gear on a craft they started out extended in the VAB, but when I retracted them there they were also retracted on launch.
  8. Time travel is already in stock. Variable speed, but slightly directionally nerfed.
  9. Not an answer so much as a clarification: Steam installs KSP differently. Once installed KSP runs exactly the same, and the Unity config folder is in the same place. (also, off topic, but of course Steam runs on Linux - that's what the Steam Machine is)
  10. The same can indeed be done with both. The way I see it, KSPSerialIO is simpler to get up and running, as your arduino interfaces directly with the mod. On the downside, Unity makes in-game serial pretty crunky. The mod has issues with most Arduino boards on Windows 10, and my attempts to get it running on Linux and MacOS probably only work on my hardware. KRPC can export a lot more telemetry and offers richer controls, but only works with network sockets. You'll have to either write your own "bridge" program that listens on the network and relays over a serial connection, or borrow somebody else's code from the handful of hardware projects that also use KRPC. My build uses KSPSerialIO. But if I were starting a new one today, with the knowledge and experience I've gained, I suspect I'd go with a KRPC-based solution. Although I do kind of sort of have a very bare bones start to my own plugin to deal with all of this.
  11. Mostly I'm doing that for the FPU. Was on the verge of rewriting that 3D rendering code to use fixed-point maths, but won't bother now.
  12. Thanks for keeping the lights on for this mod. SurfaceLights is one of very few part mods I like to have around.
  13. Just realised it's been a month and a half since I did any hardware hacking for this project. Lousy real life getting in the way. I've cut and prepared replacements for all of the remaining panels. They've been sitting on my work bench for a little while now waiting for me to get the motivation to do all of the rewiring work that will be required to get them in use. And last week my Teensy 3.6 boards arrived. Those things are nuts, a 32 bit microcontroller, with an FPU, ticking over at 180MHz. I've earmarked one to replace the Teensy 3.2 that's currently rendering the navball, hoping the faster speed and FPU will let me use a slightly more complicated model.
  14. There's two around here that I know of: And undoubtedly there's lots of smaller endeavours doing this all the time.
  15. To the best of my knowledge, the CKAN client's version detection stuff needs manual intervention when a new KSP version is released. There's been some commits to the client repository that add the most recent builds, so the best I can suggest now is to just sit tight for a day or two and wait for the next CKAN client release. And for what it's worth, I just refreshed my CKAN cache and do see version 0.2.4.0 of the Karibou mod (for KSP 1.1.3) when I turn off the compatible version filter. Not sure why you wouldn't be.
  16. Check the release thread. No, there isn't a released version for 1.2 yet. If you look at the thread you'll find a pre-release dev release, but there's still a few kinks to work out and you're on your own with it.
  17. Very, very slowly. Last update, I was trying to get a decent handle on how vectors and quaternions work in Unity3D. That's painful to my brain that rarely has to write code more complex than Puppet manifests, and it's been taking a back seat to Real Life lately. I'd been looking at how other flight sims implement their serial interfaces, particularly FlightGear and Objects in Space. On the one hand, I'm not especially fond of introducing more latency with a network hop, even if it's over the loopback interface. But on the other hand, pulling the serial code out of KSP itself should address all of the weird cross-platform woes we experience using the Unity version of mono.
  18. It is. I don't have a KSP / CKAN install handy right now, but the metadata for it is at https://github.com/KSP-CKAN/CKAN-meta/blob/master/KerbalEngineerRedux/KerbalEngineerRedux-1.1.1.0.ckan If you're talking about why it's not available for KSP 1.2 yet, that's because there hasn't been an (official) KER release for 1.2 yet. UPDATE: Turns out I do have a CKAN install now:
  19. Glad you like it. The short version is that yes, they're translucent plexiglass that I paint, then cut and etch in a laser cutter. They're mounted in a painted wooden enclosure and right now I backlight with a standard flouro light. The long version is in this thread:
  20. I still say you haven't really played KSP until you've launched a rocket by pounding a big red button.
  21. Surely you can't be serious! That autopilot looks fantastic, great work. Would love to know more about your buttons, mostly because I struggled with my little illuminated PCB mount ones as well. What sort of buttons are they, and how did you make the caps?
  22. I strictly use "near end" and "far end" to describe my orbits.
  23. Woah, what a fantastic build! Looking forward to seeing how it progresses. From memory, Unity has problems with multiple USB joysticks. Not sure how well (or if at all) KSP supports it. Is that Telemachus showing telemetry on the sides there?
  24. *reads* "What? There's no way RIC would say that about somebody." *clicks link* *pause* "Huh. They were right."
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