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L.J. Silver

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Everything posted by L.J. Silver

  1. CCP currently is still being reviewed, it's a quite complex app and Apple became always more attentive with their review process. It could be approved any day, and at that point KSP community will be the first to know an "official" release date. We are going to have a very big discount on the app on the first day so to allow all community members who have followed the project to get it at a very convenient price. About windows 8 port, based on reception of app on iOs AppStore we will dedicate more or less resources to port the app to other platforms. (after all we are a game company and we working on some game projects too).
  2. ehemm…. you are right… Will try to give some love to it as soon as possible.
  3. Yes, I personally often use an iPhone for docking controls. With space planes i have plane joystick controls and air intake data on the phone screen. We have had some delays, Android version is still quite far from beta, but we are collecting emails of interested beta users… News : we have submitted the application to apple for review, and we will soon have an official release date for version 1.0.
  4. Wasn't too concerned about the add all, because of possible limits on storage for each pod in future, at the moment the "Science Container" module is what is on each "manned" pod to contain the experiments, Squad has already placed a "capacity" variable, but they are not yet using it. When they will, i think we will be limited to a certain amount of science per module. But will definitely give a look at implementing it for the moment. Thanks, you are right, will add some kind of custom positioning as soon as possible. Have been super busy with work in the last period, but hopefully can dedicate some more time to plugin soon.
  5. But did it happen with latest version (0.2 posted a few hours ago) ? If not, i'm quite sure it is solved. Just finished testing a bunch of landings (water included) and it always worked. Let me know and thanks for reporting.
  6. Just downloaded Radially Attached Experimental Data Storage Container, created a vessel with a lander can on the bottom, 2 radial containers and on a second stage a mk1 command pod. >2 radial containers filled with Surface samples in EVA >1 Surface sample aboard lander can. > Transferred all science to MK1 > Decoupled MK1 > Recovered lander can with no science aboard (with 2 empty radial containers) > Recovered MK1 with 3 surface samples. In short, working correctly for me. The more details you provide the more i can try to help.
  7. Happy to say that new 0.2 version is available for download : FScience download here is the change log : V0.2 - Inserted gui in KSP render que, now responds to Hide gui and Pause correctly - fixed bug with EVA mode with ScT window open - fixed bug that allowed to transfer "Null" science packages if spamming transfer button - improved transfer of science data - added license file to source code Also, discovered that Hitchikers module is a "ModuleScienceContainer" as the command pods, so already now, with FScience plugin you can transfer you data to Hitchikers for storage in orbit.
  8. Can you try closing the Sct window before trying to save / recover etc ? In my tests it was always closed.
  9. Just tried this, placed : - Material bay data - 2x Goo canisters data - Eva report - Crew Report - Surface sample all in 1 Mk1 command pod and, undocked only the MK1 and recovered it recovering all science.
  10. Thanks for reporting this, I just started working again on it. Keep reporting stuff will try to fix it asap.
  11. Cool, never made parts for KSP, gave a fast look at tutorial to make them and it's seems very easy. Will give it a try tonight, at the moment i'm thinking of : 1) Small Science pod (stores small amounts of science data) based on one of the remote controlled Command modules > useful to send back to Kerbin alone (maybe limited to 3 science data storage) 2) Medium Science "tank" > storage tank for science > not a command pod so basically just a ( 4/5 science data? ) 3) Large Science "tank" (10 science data ? ) Great points, Squad has already implemented a "Capacity" variable in their ScienceData containers, but they are not yet using it in their parts, so you can transfer as many science reports you want to every command module that can store science. BUT , if i release the parts, i will use the variable and set the "Capacity" variable to some kind of balanced values. If you transfer data from one pod to another (or from experiment modules), the original data is removed from the source and added to the destination. All suggestions are more than welcomed especially for new part capacity and mass.. Great thanks for the feedback !
  12. Yes, that is needed. Even if at the moment there seems to be no limit to the storable data on a control pod. But definitely a gui to choose what to transfer makes more than sense. Will give it a look tonight. Was also thinking of making a fast "Science" container part that could be used to store and send back data to kerbin (So that you could create a "science pod" you fill up and shoot back at kerbin from your ship. Also, added license info to main post.
  13. Great thanks. I'm at work now, but planning what to do on the plugin tonight, let me know of any improvement that comes to mind.
  14. Encountered same problem yesterday so : > came to forum > no solution found > Mod solution into game > SHARE SOLUTION it's crude, but it works. Hope to work more on it until other modders or Squad make it better.
  15. Hi all, I've been enjoying campaign a lot in this days, have started one from zero and played a lot with the excuse to "Test" my other "mod" (CCP), had a wonderful time, until yesterday when I got docking ports and realised that couldn't do apollo style missions bringing back mun or Duna samples…. So, tonight i assembled a fast plugin that allows you to transfer science data to all command pods. It doesn't require new parts on your ships, can transfer science data across existing ships. It's very crude at the moment, but it gets the job done, i hope to be able to work on it more in the next nights after work, but source code is available with plug in download so …. FScience download Current Features : - Transfer science data from one command pod to another (ModuleScienceContainer class) - Transfer science data from experiment bays to command pods ( ModuleScienceExperiment > ModuleScienceContainer); - no new parts needed, works with current vessels. Let me know of all issues so that as soon as possible i can give a look at them. UPDATE new version 0.2 released bringing : V0.2 - Inserted gui in KSP render que, now responds to Hide gui and Pause correctly - fixed bug with EVA mode with ScT window open - fixed bug that allowed to transfer "Null" science packages if spamming transfer button - improved transfer of science data - added license file to source code Note : Huge help from Kerbal Crew Manifest source code to implement a fast gui, so great thanks to vXSovereignXv License : This code is licensed under the GNU General Public License version 3 or newer, have fun with the code
  16. And finally a very first video sneak peak of CCP running with Kerbal Space Program. We are working on more "professional" tutorials and videos for CCP app in general and for KSP mod, but in the meantime i thought i could share the very first footage . On a side note, new KSP 0.22 update is fantastic !!! Now on my way to my first Minmus mission in Campaign mode .
  17. Quick post with some news : - CCP KSP mod (beta) works fine with new update ! (.22 ROCKS !!!) - Version 1.0 RC2 of CCP application has been sent to testers and is undergoing final tests / gui tweaks . About solid fuel and career mode : I have developed the mod to send data to CCP from KSP without career mode in mind, and since i wasn't ever using SRB (if not to be ridden by Jeb in EVA) i have not put a solid fuel indicator ... Working on it so that KSP plugin will have solid fuel display when released. Thanks again for the great feedback, keep it coming, and mostly if there is some data and controls that you think could help ( navball will hopefully be possible in 1.1 update), let me know.
  18. Here are the actual iPhone default layouts for KSP : Plus as BlazingAngel pointed out, you can edit them, modify them or create new ones. We are working on video tutorials for CCP in general and some KSP specific ones, but one thing to notice is that ALL buttons and data displays you see in the screenshot i'm posting are WORKING, BlazingAngel video is basically showing the application WITHOUT the KSP mod active, so simple keyboard simulation. More soon, and great thanks for all the feedback !
  19. Thanks for your interest ! Android beta hasn't yet started, we are waiting to have version 1.0 complete and released on iOS, collect data, improve stuff and release 1.1 update with Android support. (also, working on more advanced SDK, and waiting for that to move on on Android version). At the moment, you can email us with your infos, and when time will come we will select beta testers for android among those who emailed.
  20. Very happy to write that we have shipped latest beta build to testers, bringing indicators and joysticks (mac and windows). Also KSP plugin improved quite a bit with some bug fixes and new data and functionalities.
  21. Grazie per il commento sull'applicazione ! Riguardo al bug di unity, sicuramente molto strano, anche perchè non avviene su tutte le macchine.... comunque ne ho personalmente parlato con degli ingegneri di unity e uno dei loro co-fondatori, sono a conoscenza del problema, solo che decisamente non è alto nella lista delle prioritàe a quanto pare, nemmeno facile da "trovare" e risolvere.
  22. We are struggling with certificates on windows, we have to install a driver for virtual joysticks, have requested and just (2 hours ago) obtained a certificate from thrusted authority, we are now trying to figure out how to embed it in our installer. As soon as the certificate problem is solved, new beta will ship with a lot of cool new features (Layout web download and sharing included in the app, so you can create a layout for a game or application and share it with other users ! )
  23. I would suggest you to avoid that joystick, i have one but is lacking a HUGE feature : the axis for Rudder / Yaw control (which on the HOTAS and probably the other stick suggested above is present). It makes a big difference.
  24. http://forum.kerbalspaceprogram.com/showthread.php/41299-Custom-Control-Pad?p=639984#post639984
  25. Since i've been trying to build a stock space plane that could bring 8 kerbals to a LKO station and land safely back at KSC, i made a space plane specific layout As you can see there are no joysticks or controls, that's beacouse i fly planes with a joystick, then when in orbit a swipe with 2 fingers on iPad screen to switch to "orbit" layout and have docking controls (I stop using joystick in orbit). Here is full setup plane setup And... very few days ago i finally managed to have my spaceplane take off from runway, reach orbit, dock with 100K space station, deliver 8 kerbals and land safely back !!!!! I'm super happy, it was a long lasting personal challenge. (Huge air intake and Vertical speed gauges where very helpful) And here is the space plane re-entering in flames
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