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stibbons

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Everything posted by stibbons

  1. Oh, wow. No love for Europa Report? Excellent indie hard sci-fi thriller. Definitely worth watching.
  2. wat If you want an actual real life example, try Kingsford Smith International Airport.
  3. Erk, redistributing a GameData sounds nasty. :/ EDIT: Also, if it's just a standard RO install, it's worth keeping in mind that the RemoteTech models are not licensed for redistribution (see the current release thread)
  4. Would one of the current contributors care to add their installed.ckan and/or a mod list to the repository?
  5. That's weird. How long are you talking about? My setup uses three MAX7219s chained together, and somewhere around 12 inches of ribbon cable from the board carrying the controllers to the display boards. Only problems I've had were purely user error. Looking good!
  6. The main reason nobody's talking is that you still haven't given any information that can help people help you.
  7. There's a couple of ways to approach this data. I think what you're asking for is the simpler way, getting relative relative pitch and yaw from your current heading to the given node. You can then plug that in to an autopilot or whatever fairly simply and have it orient the vessel appropriately. I've been able to start generating that data, and have a branch of the KSPSerialIO code that outputs it for surface and orbital prograde, orbital normal and radial, as well as maneuver and target nodes. I'm pretty sure they're all accurate too. The more complicated way, that I'm more interested in, is generating Euler angles for the various nodes. They're required to be able to orient the nodes properly on all three axes simultaneously, for rendering them on a navball or similar. I'm still not familiar enough with doing things in Unity to be able to successfully generate those (and the fact that I'm currently on holiday travelling doesn't help ). Ideally I'd like to be able to configure the plugin to choose which data to send. But no promises on timeline right now, sorry. Pretty sure it's just not possible to get that data from the game. You'd have to calculate it yourself by remembering initial delta-v when you place a node, and then subtracting current delta-v from that.
  8. KSP.app is the executable that starts the game. Finder is just hiding the extension.
  9. The KSP.app bundle in the OS X distribution contains a universal binary, with code for both architectures. I'd be incredibly surprised if your operating system was running the 32 bit code in it. What makes you suspect it's not running in 64 bit mode?
  10. Nitpick: The OS X build is a universal binary, that contains code for both architectures. You don't need to specify which one to run because the operating system figures it out.
  11. Citation needed. And, yeah, no updates happened. I'm sorry the defaults changed, but at least you know where to open a support issue now.
  12. Dude, leave that poor Unity strawman alone. Hasn't it suffered enough? Maybe instead you can tell me more about supporting evidence for a silent update.
  13. Probably stop assuming Squad has anything to do with Steam maybe.
  14. I didn't say it was saving you much effort. But it's actually handy for the really super long tooltips.
  15. There's a Chrome extension called, funnily enough, XKCD Alt Text, which will save you the effort of having to mouse over by showing the alt text below the comic.
  16. I'm pretty sure all of the VesselData apart from the current/total stage count is OK. But I didn't really test any of the controls at all.
  17. Dev notes: see changelog
  18. I've been avoiding KSP lately because everything I want to get done in it is a little too close to work. Didn't much get in to Fallout 4, so a lot of my gaming time has gone back to FTL, although I did spend a lot of time lost in Stardew Valley recently. I have three younger brothers spread across half of Australia, and we keep in touch by playing multiplayer games together. The games we play vary; Minecraft, Project Zomboid and L4D are perennial favourites. But there's also more obscure stuff like Widelands.
  19. This project isn't dead, it's just resting. Real life hasn't been leaving me with a lot of time or energy for hard hacking in my own time. So, apart from some light poking to see if KSPSerialIO will work properly in 1.1, I haven't really been involved in any development for this project at all. That's going to continue for another month or two. What I have been thinking about, though, is replacing my current Arduino Mega arrangement. Right now it consists of an Arduino board, with a multiplexer shield stacked on that, and a protoshield above it containing a handful of IDC sockets and a hilariously awful mass of connecting cables. It's an excellent working prototype, but gosh. The multiplexer made sense when I started and didn't really know the size of what I wanted to do. But now I realise that what I've got is well within the scope of native handling for a Mega, it makes sense to remove it from the equation. That should save me a lot of time - each multiplexer pin requires four pin writes before I can read it, and right now my input loop does this twenty times every few milliseconds. Using native inputs means I can read an entire port in to bitfield variable in one or two cycles, super convenient as my code is already set up to debounce and handle these bitfields. So I've started idly working on a replacement PCB for all of this, similar to my current display controller, but embedding a bare ATmega 2560 rather than plugging in a separate Arduino board. Should be pretty fun.
  20. Seems a bit extreme. Just run a RAM cable from one to the other. (You have to make sure they're both turned on for this to work properly, otherwise the bits just fall out the end of the cable)
  21. 100%. I use my own controller, and the throttle slider is definitely the most game-enhancing part of it.
  22. @artwhaley has been doing some hacking integrating MechJeb with kRPC, but I'm not sure if it's a user friendly state yet. It's very easy to get enough data out of the game to render your own orbital map, and I know that the KeRD interface to telemachus was rendering a full 3D orbital view. Actually, thinking about it some more, KeRD also had a navball. I suspect the easiest way to get up and running might be to just start using that.
  23. If your point is not that mod authors should be under the same obligation as a for-profit company that has sold products and services to customers, then please explain what it is.
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