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Tanya Sapien

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Everything posted by Tanya Sapien

  1. That's an awesome idea. It could use Kethane and the currently unimplemented part cost system. Controlling territory gives you money, money is needed for vehicle parts and ammunition. In order for a territory to be controlled, a flag pole (or other marker) has to be inside that grid space on the kethane map. If a marker from more than one faction exists in that node, it's considered contested, income is distributed evenly among all people who control a grid node if it's contested for a total amount that's below how much somebody would get for controlling it uncontested (the economy suffers in a warzone) A node with no claims in it is considered wilderness and nobody benefits from having it. Combine it with the extraplanetary launchpads mod to let people set up their own KSC's off-world and this would give real motivation for off-world colonizing and make for some epic long-term conflicts on servers. I think it's safe to say this has the potential to be the mother of all real-time strategy games.
  2. Hey, I've been playing Skillful and loving every bit of it. I've spotted two bugs, came up with a suggestion, and coded out a submission for your consideration. Snjo said I should post them here, so....well here they are XD First, the bugs. Transferring ammunition into a turret that isn't in transfer mode eats it. Instead of being returned to the ammo crate, it just blinks out of existence. Also, the CWIS turret "jumps" off its mounts when you try manually aiming and firing with it. I've also encountered the jumping when I set up an anti-air test using the IFF tags and a plane. The final bug is that objects attached to the top of the tank turret or the barrel of the cannon fail to move when it does. They just hover in place. The second is a suggestion. Your Amoured Chassis part (ArmourBase1) is great on its own, but I discovered that adding a rescaled copy (I titled it ArmourBase2) by setting "RescaleFactor = 1.5" in the config creates a hull that is perfectly sized for cross-compatibility with the RBI Caterpillar tracks mod. I've already made a couple awesome tanks using it. Third, the code. I noticed your Armoured Chassis lacked a supply of stack nodes and the attach node is awkwardly placed. I chalked this up to the fact it's still under development and took the liberty of making my own list of nodes, I've posted them below. Nodes symmetry example tessellation example node_attach = 0.0, -0.22, 0.25, 0.0, 0.0, 1.0, 0 node_stack_bottom = 0.0, 2.05, -0.485, 0.0, 0.0, 1.0, 0 node_stack_bottom = 0.0, 1.05, -0.485, 0.0, 0.0, 1.0, 0 node_stack_bottom = 0.0, -0.22, -0.485, 0.0, 0.0, 1.0, 0 node_stack_bottom = 0.0, -0.29, -0.68, 0.0, 0.0, 1.0, 0 node_stack_bottom = 0.0, -0.35, -0.85, 0.0, 0.0, 1.0, 0 node_stack_bottom = 0.0, -1.4, -0.485, 0.0, 0.0, 1.0, 0 node_stack_bottom = 0.0, -1.4, -0.90, 0.0, 0.0, 1.0, 0 node_stack_bottom = 0.0, -2.4, -0.485, 0.0, 0.0, 1.0, 0 node_stack_bottom = 0.0, -0.27, 0.0, 0.0, 1.0, 0.0, 0 node_stack_top01 = 0.9, -0.22, -0.485, 0.0, 0.0, 1.0, 0 node_stack_top02 = -0.9, -0.22, -0.485, 0.0, 0.0, 1.0, 0 stackSymmetry = 1
  3. I don't know if it's been asked already, but what are the prospects of compatability with this and the Skillful mod? It would be awesome to put these tank treads on a, you know, tank. or use the mobile launchpad tracks to make a rolling fortress, MWAAHAHAHAHAHA *ahem* so yeah stufflikethat.
  4. !!!These instructions are only good for WINDOWS installs. If you're on mac or linux I can't help you!!! go into your KSP directory, look for this file: gamedata/squad/resources/sciencedefs.cfg open that with a text editor, then set it aside. Load up this file and click inside the window, then press "Control+A" and then "Control+C" on your keyboard. this will copy the file. Bring up the text editor you had open. click inside the text area and press "Control+A" and then "Control+V" this will paste the new text into the file. Save and close. If you have KSP installed into your Program Files directory, you may have to run the text editor as admin or temporarily move the file to your desktop to edit it. Once the new data's been injected, it should run just fine. the only in-game difference you should notice is that now dozens more bits of dialogue have a chance of coming up when you run experiments.
  5. I find it depressing that spaceport is reading zero downloads for your custom biomes mod, it's something I'd been looking forward to ever since they first added biomes. Ah well, at least one has been downloaded now ^..^ Oh, and the reason I've been gone so long is life stuff. Sadly I won't have the free time to help out with filtering submissions anymore.
  6. Thanks for mentioning that bug. I went through today's approval list and edited all the body-only entries. I just appended "SrfLanded" to all of them, so there's a chance of some messages not going where people intended, but it's better than causing game crashes.
  7. Sorry I've been gone...again. Internet here is wonkey at best, plus the launch of Starbound sucked up a good chunk of my freetime the last couple days.
  8. if you mean something like "crew report" but a probe core report, yes, that's nothing but a thing, but it would require injecting the experiment into the .cfg files of every probe meant to carry it.
  9. I gave what you said a second pass, and there is *one* way it could be done, but you'd need to write up your own .cfg files to make it work. you'd need to make dopplegangars of the original science parts, then go into the config and rename the experiment being conducted. then go into the sciencedefs file and clone the desired field into a new field, rename it to match the dopplegangar's ID, and then replace the conditional branches with your own desired logs. Other than doing all that, I can't think of any way to solve the problem.
  10. The sections are based on experiment type, not on specific vessel or part which is making the request. it calls the events from the baseID from which the parts are compiled into the game from. You cannot have any one instance of a said part call data which other instances of the part cannot call as the sciencedefs file is a global asset, not a local asset. In order to call specific lines or restrict accessing of the sciencedefs file to specific instances of the parts within the game file would require for those parts to be assigned their own tags inside the persistence file, files which would work as event call overrides, pulling data from separate locations or definitions. The current coding does not support that. The current plugin does not support that. The current part compilers do not support that. Only a custom .dll file inserted into the mod directory could support that.
  11. currently the game itself only pulls global logs, you'd need a local log manifest for that. That would require writing a custom .dll, something this mod does not contain.
  12. I'd love to combine this with KerbCam for some serious cinematic sequences, but I'm worried about compatibility issues since they both use pathing, do you know of any potential conflicts?
  13. Kyle, I can't help but notice that you've overwritten some of my sign-offs with yours. Please double-check that you're not writing over top of somebody else's initials before entering your own. Thank you.
  14. I find "gentle" to be misleading. I don't want to give people false impressions. >:3 Hey, schooling comes first. If you've got exams, then by all means do them and don't rush on our account. We won't shrivel up and die without your aid.
  15. Yeah, I was gone for a few days, but I'm back now. However, I'm surprised that when I came back I saw about two dozen of my previous approvals still sitting there with no second signature to put them through. Either I'm approving stuff that nobody else likes, or I'm the only one processing them lately. Both scenarios are disconcerting, to say the least :/
  16. I've been having a similar issue, something between the squad servers and google docs makes it go crosseyed and insist pages don't exist. Just keep trying different approaches until one works.
  17. Well I gave the submissions a sweep and approved/denied a lot, but unfortunately I counted 25+ of my own in there, so I can't process those. Guys, barometric scans are sorely lacking! more submissions in that field would be appreciated. seconded.
  18. Well I gave the submissions a sweep and approved/denied a lot, but unfortunately I counted 25+ of my own in there, so I can't process those. Guys, barometric scans are sorely lacking! more submissions in that field would be appreciated. seconded.
  19. I haven't submitted any that were unsafe for children, so no worries about those slipping past the mods. Don't worry, all the ones I submitted are based on actual science, and not star-trek tomfoolery. So, back to the submission form for me!
  20. I just noticed that seismic, barometric, and atmospheric scans are still atrophied. Give me twenty minutes for coffee, techno, and inspiration, I'll mill off a whole bunch of lines to help them catch up with the others.
  21. As a hotkeyed science spammer (mash that number key!), I can confirm this is not the case. It most likely feels that way due to the scarcity of vanilla logs to choose from.
  22. The Vall-holla's gonna wipe the court with ya'll! Oh, about that edit before, no, I wasn't saying you lacked comprehension of then vs. than, I was hoping that my lengthy disclaimer made that known. I was merely being prophylactic to future errors. The edit you made which made me think of it in fact contained no errors, it just closely resembled a news headline I saw on CNN which contained the then vs than typo (personally I'm ashamed at them for that; you're supposed to be representing your entire country's media here, people!) Perhaps I should have mentioned that I'm ADHD, it's not uncommon for one thing to remind me of something else that's largely or completely unrelated.
  23. Noted. I was just trying to tie in the kraken from the KSP Official video, the one who falls in the toxic goop and starts glowing, then hides in the materials bay. It was kinda begging for a Bop reference, but I'll refrain in the future. Oh, also, somebody needs to give the list of locations a quick sweep, there's more than just EveFlyingHigh missing from it. EDIT: I'm not saying anybody doesn't know this, but my inner grammar nazi demands I get confirmation; are the editors of this mod aware of the difference between "then" and "than" I ask this only because one of fox's edits made me think of it suddenly, not because I've seen any violations of the grammatical structure.
  24. I found a missing entry option. I was submitting some Eve barometric scans and noticed the lack of a "EveFlyingHigh" option.
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