Interfect
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Everything posted by Interfect
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I have set KSP (1.0.2, off of Steam) to run in full-screen mode (via the options menu) on OS X 10.10.3, on a MacBook Pro (Retina, 13-inch, Mid 2014). When I bring the mouse cursor to the top of the screen (for example, to pop down the "recover vessel" button), the OS X menu bar and window title bar slide down to cover the top portion of the screen (including the button I am going for). This is the behavior appropriate to an ordinary app that has been made full-screen with the green title bar button, but this is not appropriate behavior for a full-screen game, especially a game that is supposed to use the mouse-to-top-of-screen gesture itself, and which offers no relevant options in the menu. I was informed by the Internet that adjusting the LSUIPresentationMode property in the game's plist file to 3 or 4 might be able to change this behavior, but that particular workaround does not appear to work for me. Has anyone been able to make this workaround, or another similar one, work? Otherwise, Squad, please modify the game's interaction with OS X to prevent the menu bar and title bar from appearing when I push the mouse against the top of the screen in full-screen mode, or at least provide an alternate way to bring up the recover vessel button.
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I really like this mod, but I'm having a problem with it. I landed a rover on the Mun and drove it about 3km from the landing site. I can find science spots and get ~30-50 science for each of them. However, when I quicksave, accidentally flip my rover, and quick-load, it seems to reset my landing site to wherever the rover is when I reload. The next science spot is reported as only a few hundred meters from my landing site, rather than the 4km or so I actually went. The landing site is not persistent. Is it supposed to do this? Are there plans to make it save the landing site with the save file in the future? If you have to drive all the way out in one go without quicksaving/quickloading, the distance bonus ought to be quite large.
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Hello, all! With the new science system in 0.22, I felt like probes couldn't do enough cool stuff. So, I whipped together a quick little part: a probe that allows you to take "Computer Reports", which are exactly the same as crew reports but don't actually require any crew. It's called the "Stayputnik Mk. 2" and it's on the tech tree under "Large Probes", as it's a 2x larger version of the Stayputnik Mk. 1. It may or may not actually work. Let me know if it doesn't work. I can take reports in Sandbox mode and get the messages about how it doesn't actually accomplish anything, but I don't actually have the appropriate tech in Career mode yet to try and science with it. Also, let me know if you think of a good way to balance this, gameplay-wise. I think right now the main downsides to the part are high power draw and low torque, but I don't know if that's going to be enough. It might make science too easy. Download from MEGA License: WTFPL
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If Spaceport added full project hosting, it could help the community manage vanishing mod authors (for the mods with sufficiently permissive licenses). Making open-sourcing your mod an opt-out feature of Spaceport could vastly increase the portion of mods that the community is able to update. (EDIT: Apparently we do this already. Awesome.) However, the "best" solution to mods going out of date would be stability in the modding API (and good documentation of it to make updating mods easy when the API does need to change). This will (hopefully) happen as the pace of development slows.
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If you want to make ships cheaper or free in terms of RocketParts, you would have to (in the latest version), edit the C# source. If you want to make RocketParts cheaper, easier to carry around, or easier to make from Kethane, you want to mess with the density of RocketParts in the resource config file, the capacities and starting fill values of the various tanks in their config files, or the number of RocketParts output per cycle of the 3D Printer in its config file.
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Can you post the part of the game's log file where starts talking about OrbitalConstruction? That might include some exception information that could help me track down the problem. If you don't know how to do that: 1. Delete KSP_Data/output_log.txt 2. Run the game and do whatever is failing. 3. Upload KSP_Data/outpout_log.txt somewhere where I can find it. The best place for the bug report is probably here: https://github.com/interfect/OrbitalConstruction/issues
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Hello, all, I've fixed the issues with the latest Kethane! I've also switched the density of RocketParts to match what Extraplanetary Launchpads now uses (1/400 of a ton per unit instead of 1 ton per unit) and upped the capacities of everything accordingly. Unfortunately, ships in flight will now be left holding 1/400th of the mass of RocketParts they previously had. So sad. I think the Kethane conversion rate is now rather fast, time-wise. Opinions? Download Version 4.2 here!
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[0.20] RemoteTech: Relay Network – V 0.5.0.1
Interfect replied to JDP's topic in KSP1 Mod Releases
Could someone write up a guide for how to get to orbit in RemoteTech 2? The default 1s delay even on the ground combined with the lack of the old "MechJeb Control" option make it quite difficult for me. EDIT: More specifically, is there a way to queue a thing to happen at a certain time, like wit the old flight computer? -
Can this be modded to supply a station with RocketParts? Or some other resource? Because that would be cool.
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Hello everyone! I've released a new version! It's built against 0.21, and fixes the bugs people were having with mass not updating for new ships and with performance tanking when a spacedock was selected. It also switches the mod over to "RocketParts", and includes a 3D Printer part for making RocketParts from Kethane by unspecified, sciency processes. Download here! There's still no support for Extraplanetary Launchpads' fancy spawning behavior because I don't really understand it and couldn't get it to work in orbit at all. Please let me know if you encounter more bugs.
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[0.22] Extraplanetary Launchpads Legacy Thread
Interfect replied to skykooler's topic in KSP1 Mod Releases
I worked on the Orbital Construction mod, and I tried making EL pads work in orbit. It spawns the ship at the right place, but the ship is stuck at "ready to launch", fixed over the planet, and refuses to stage, and I had no idea what to do with the API to convince the game that the ship should be flying. I don't remember if I tried setting the orbit, but setting the orbit to the exact orbit of the spawning vessel sounds like it might cause them to intersect. Could you please give this a shot and see if you can get it to work? The whole community would be very happy. -
[WIP Plugin] Extraplanetary Space Centers!
Interfect replied to skykooler's topic in KSP1 Mod Development
So I've taken a crack at getting this to work in space, by sticking the EL launchpad module on the Orbital Construction SpaceDock Identifier. It can spawn ships just fine, in about the right place, but they get stuck at "ready to launch", and trying to stage won't launch them. Anyone know what method to call to set a ship to launched? -
It's not bossy. I noticed EvilC gave some much-needed love to the UI. I've contacted them and gotten their changes merged for a Version 3, which is now up for download in the first post. Also, here's another mirror: http://filesmelt.com/dl/OrbitalConstructuion_Redux_3.0_0_.20_.zip I also have a part that makes SpareParts out of Kethane, but it uses a model from the Kethane pack, and I'm still trying to get special dispensation to redistribute that.
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Hello everyone! FWIW, I've updated this to be a proper 0.20 mod, and fixed the black parts issue. New download here! EDIT: Having actually read evilC's comments in this thread, I'm perfectly happy with people making derivatives of this, or contributing back code to me or whatever. That being said, it's originally Zorkinian's mod, and I never bothered to get permission to hack on it myself, so if you care you may want to get permission from them too.
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I have been trying to implement this. I want to teleport the ship into orbit around the planet where the landed dock is (so the planet is loaded), and then land it with the HyperEdit landing code. The trouble is that if I start the landing as soon as I set the orbit, the landing code teleports the ship down, only to have it snap back to the orbit I just put it in. Since I don't really know anything about the undocumented KSP API, I'm not sure how to solve this problem. I'm going to try waiting for the user to press a button.
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It puts it (if I remember correctly) about 750m to 1250m away along the same orbit as the dock. Far enough away not to hit anything, but close enough to dock fairly easily. That's because it's re-calculating the mass of the ship every frame to display in the GUI. Once you're done launching from a space dock, the part destroys itself, and the FPS drop should go away.
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That could be the case. I am building for 4.0; I will try targeting 3.5 instead.
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So I have this strange issue where having a certain class defined (a MonoBehavior subclass copied out of HyperEdit) stops any of my plugin code from running. The plugin, however, builds just fine. I assume KSP is encountering some sort of error loading the plugin? Where can I find the relevant error log, and what strings should I search it for to try to pin down this issue? EDIT: I've narowed the problem down to something in here: foreach (var part in vessel.parts.Where(part => part.Modules.OfType<LaunchClamp>().Any()).ToList()) part.Die(); When those two lines are in, my plugin doesn't load. When I take them out, it loads fine. I suspect that something is going wrong with the Linq and the lambdas. Mods are allowed to use Linq, right? And lambdas? After all, I pulled this code from HyperEdit. I'm building the code with SharpDevelop, if it matters (which it really shouldn't). Any ideas what's up?
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[0.20] RemoteTech: Relay Network – V 0.5.0.1
Interfect replied to JDP's topic in KSP1 Mod Releases
I have it working with MechJeb 2 (I believe 2.0.7). RemoteTech 0.5.0.0 isn't compatible with MechJeb 1.x anymore, though, as far as I can tell. -
It's at 125% because that's what the constant was in the source code when I started. Blame Zorkinian. I can't think of any major problems that would result if you installed this over Zorkinian's latest version, other than the jump drive not working. The way SPaceDocks are saved is still the same. Try it and see.