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evilC

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Everything posted by evilC

  1. I do not have a larger bay part at the moment. What I currently do in this case is use the orbital construction mod to construct it in space. Be sure to get my DLL fix from post 80 on page 8. Use ESP to loft the parts, then "build" it in space.
  2. Yeah - the thing is that by placing the KAS part onto all your ships, you are locking that save into KAS. I tend to keep non-stock ships to a minimum - eg my SSTO uses B9, but that does not matter as it goes up, delivers load, then gets deleted ("End Flight") as there is no point in landing SSTOs yet.
  3. Lazor mod will let you "beam" fuel, but it is a bit cheaty. But yes, I think you should be able to construct the new ship docked to the shipyard
  4. For fuel, yes. By default you cannot detach the winch and fuel adapter together - you must detach the winch then pick up the fuel adapter. Also, you cannot carry the fuel adapter and the winch head at the same time, so you have to make 4 trips back and forth in EVA to complete a refuel. So yeah, not gonna bother with that, way too much messing around.
  5. Head tracking is just a DLL. You drop in the DLL and call it just like you would the unity or ksp libs.
  6. I looked at KAS, I do not really like it for refuelling. You need an adaptor which has to be placed in EVA, then removed and placed back on outside of ship else if you forget and leave or go inside ship then your refuel station is useless. However, I may reconsider now with OC mod - I could make a new adapter on site as I was planning on merging the fuel dump with the orbital construction.
  7. Probably got wiped with the forum crash. Oh well, am quite happy to help out at the moment. I wanted to learn a bit about ksp coding and get some class based language practice and it taught me a bunch. Please feed back and let me know if there are any problems. I may not use it much myself for now, I test craft capabilities using hyperedit so it's not until I start actually rolling out my fleet (And stop using stuff I consider cheating) that I would start using it. With that in mind, what is the general consensus on balancing? Also, if I can get it going, what do people think of my "Assembly" idea? I personally think pulling up in an SSTO with a prefab section, dropping it out the bay and bolting it on to your station would be pretty cool. Is it possible to join two craft together via code?
  8. Seeing as you are already windows only, here is a solution: The open source bsdiff has a bspatch.exe that you call and point at the patch.diff that the DLL coders provide. Like the batch file does in my release here (Feel free to use my diff as a test): http://forum.kerbalspaceprogram.com/showthread.php/26482-0-19-1-OrbitalConstruction-Redux?p=421822&viewfull=1#post421822
  9. I just noticed that Interfect was not the original author, so this is a mod of a mod already. Not knowing the whether Interfect got permission or not, I have released this as a binary diff - it is purely byte offsets in the patch, so I am not reproducing anyone's work (Mods are getting tetchy about that lately). If we get the all clear, I will happily release a DLL. If authors show up, I will happily give them my code. http://evilc.com/files/games/ksp/ocmod.zip Usage: Place your old KerbalTestOne.dll in the same folder as this file and run the patch.bat This should create a patched folder with the new KerbalTestOne.dll in it v1.0 + Fixed exessive lag at launch time + Added status to UI; Prompts on usage etc + Added mechanism to deal with Launch Stabilizers
  10. I have this working. I am also making the UI more friendly, if you have suggestions, post em. Surely it does not matter about mass once it has been put into orbit and the designator deleted? Sure it may chug while porting around but that does not matter. Surely it is just the lag whilst navigating the build GUI that is an issue? If that is the case then I have that fixed too.
  11. Right, I have fixed it. Gimme a bit before I release tho - I am adding some refinements - eg allowing you to release docking clamps then immediately "build" (teleport).
  12. OK, so I replaced that line with double mass = 1 and the lag went. This should be very easy to fix, gimme a few mins.
  13. Is this to do with why it is so laggy? So you are saying that the line double mass = SpaceDockUtilities18.DetermineMassOfVessel(vessel); is executing every frame, causing the lag? Downloading visual studio now, I think this may be a good mod for me to learn ksp coding - no 3d maths involved
  14. Really liking the idea of this mod, but I wonder if a slight variation might be possible? How about "Orbital Assembly"? You build a ship with a part (say a stack coupler type shape) that does nothing and weighs nothing - it is just a target. You launch that to orbit, then build the next section. This also has a similar target part on it, but it also acts as a drone core so it can be the root object. You launch the next section, get it to orbit and within 1km, then use the GUI to join the two sections - the two target pieces disappear and the two sections become one craft, joined where the target pieces were. You should still also need a small a small amount of spareparts though to represent bolts, struts etc. Possible?
  15. Do you have diff and zip libraries for vbasic? If so, this tool could also be used to solve a legal issue we are having. If we could use this tool to make the needed changes to cfg files etc, plus have it perform a diff on DLLs, we could create upgrade packs for old mods. ie for a given mod (zip download from spaceport),someone could create an "upgrade package" that contains the dll diff and a text file that tells your app the structure inside the zip, creating a one click solution for the end user - they just download the mod zip from spaceport and the upgrade package, and point your app at both - it then spits out a new zip with the upgraded mod inside. No code from the original mod is included, so legally we are in the clear.
  16. Hmm, any chance you could maybe do another mod along a similar lines? Have you heard of head tracking? ie TrackIR or FacetrackNoIR? Yes, with these products you can do mouse emulation to look around, but for example my TrackIR is 6DoF - so being able to look, lean, zoom etc all by moving my head would be cool.
  17. I am guessing this is to do with time involved. By preferring higher orbits, you are more likely to have a higher warp threshold - by definition you need to wait for an xfer window, so I guess this is coded to avoid it sitting on 2x warp for hours (realtime). But I agree, there should be a checkbox for "Force lower phasing orbit".
  18. My Extensible Space Plane will drop off a 100% full Jumbo64 and the large RCS tank plus a bit more (>40 tons!) into >72k orbit, and get there @ 2x warp... http://forum.kerbalspaceprogram.com/showthread.php/31940-B9-Mod-ESP-Extensible-Space-Plane-A-heavy-SSTO-with-bay-and-rear-ramp
  19. I seriously love mechjeb, but please, for the love of god, can we sort RCS rotation out? In space, it keeps accelerating until the last possible second - so it always wildly overshoots - often by 50% or so of the amount turned. Is there some problem getting calcs right here or is it just a case of more time being spent on other areas? I had a look at the source, and predictably the maths is a bit beyond me, but from observation, the method it is using is basically a bit crazy - if you keep thrusting past 50% of the way through a turn (In space), there is no other possible outcome except overshooting. How about this to simplify things? When mechjeb uses RCS, it checks the effect it is having - ie it starts to build up a picture like "my delta rot for x axis is about 2deg/sec" So now mechjeb has some idea of what your delta rot is, so it can work out "at this rot rate I will hit target in 2s, and the historical delta rot means I need 2s to kill this much rot, so I better switch from speeding up to slowing down now" Or am I grossly over-simplifying this?
  20. Do you have diff and zip libraries for java? If so, this tool could also be used to solve a legal issue we are having. If we could use this tool to make the needed changes to cfg files etc, plus have it perform a diff on DLLs, we could create upgrade packs for old mods. ie for a given mod (zip download from spaceport),someone could create an "upgrade package" that contains the dll diff and a text file that tells your app the structure inside the zip, creating a one click solution for the end user - they just download the mod zip from spaceport and the upgrade package, and point your app at both - it then spits out a new zip with the upgraded mod inside. No code from the original mod is included, so legally we are in the clear.
  21. When I add the main Lazor System part to a craft, I get a blank icon in the staging list. In-game the icon is black. No biggie, just annoying - any way to fix? Also, is it normal to put multiple of these on? If I want to use yellow lazors, do both the main lazor system and the yellow lazor part have to have LOS to the target? atm my kethane rig has 4 of each to maintain 360deg coverage, is this the intended usage? Cant have 1 of each on nose as one would obstruct othere. How about making it so coloured lazor can fit on top of main unit?
  22. Damn it! Why did I not know of this before? Absolutely essential to allow you to run simulations of mun landings / kethane rigs etc. I coulda have saved myself *hours* of design-time with this.
  23. Most of these suggestions, while valid, miss the point. I am not going to put a port on every ship I make, that would lock me in to KAS forever - once a save is started, you cannot remove KAS without breaking your save or destroying all your ships. If you have all the needed stuff on one ship (My Kethane rig), if/when I want to remove Kethane / KAS from my savegame, I just have to destroy one ship. Meh, I think I will just use the Lazor mod for resource xfer instead - with KAS, you need to make ships manned as refuelling requires EVA (All my rigs / tugs are drones) which means if I add a cockpit for KAS, each time I launch, I have to select the drone core and do "control from here". Not easy when the core is buried inside. I urge the author to reconsider. If you could have a drone rover attached by winch, with a grapple hook of its own on front - release drone, drive it to ship to be refuelled, fire grapple, then refuel without having to EVA, that would be much more convenient.
  24. Liking this mod, however there are usability issues: If you want to be able to transfer resources to anything, you need a removable connector. OK, no biggie. If you detach your connector, go to another ship and connect it, then attach the line, you refuel. It is at this point that the possibility for screwing yourself up opens. If you leave the connector attached, then fly the other ship away - you are buggered as you have no more connectors. Also, if you remember to detach the connector from the target ship, but get back in the cockpit before you reattach it to its storage place, again you are buggered as the connector disappears forever. Suggested options: 1) Allow the hook bay to spawn connectors. 2) Have an option for a connector permanently attached to the cable (Nicer as the 2 stage process currently annoying) 3) Allow grappling hooks to be used for transfer (Or is it an engine limitation? Need to be in IVA to attach connector?) Or am I missing something?
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