-
Posts
1,147 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by toadicus
-
[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
toadicus replied to toadicus's topic in KSP1 Mod Releases
A VOID build compatible with the KSP 1.1 preview is available here: [zip] [tar.gz] [tar.xz] Please get me bug reports that are NOT related to any KSP bugs, and be sure to always include logs.- 577 replies
-
- 3
-
-
- plugin
- orbital parameters
-
(and 1 more)
Tagged with:
-
@WooDzor, that's not high on my priority list because it seems both taxing in terms of gameplay and inferior in terms of realism, to me. Even the earliest manned space missions used (more-or-less) planet-wide, surface-based communications infrastructures. I'd be much more interested in implementing that sort of thing alongside integration with something like KerbinSide, so you can have a meaningful number of ground stations (instead of just one). But, mod-to-mod integration is a tricky thing, and the network improvements I mentioned previously are higher priority at the moment.
-
@Moose, I'm currently designing some revisions to the network resolution system that should resolve the issues with cases like you describe. I believe I talk a bit about something similar several pages ago, about certain orderings of relays preventing the system from resolving optimally. I hope to get to that before KSP 1.1 releases for realz. On that topic; I have a working version of AntennaRange for KSP 1.1 internally... but Squad decided to start the pre-release JUST as I am leaving on holiday. I'll try to get the builds available ASAP, but it might be a day or two!
-
[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
toadicus replied to toadicus's topic in KSP1 Mod Releases
Glad you're enjoying the mod, @tbridges! I'll look in to the ScanSat integration after I get the 1.1 pre-releases out. On that topic; I have a working version of VOID for KSP 1.1 internally... but Squad decided to start the pre-release JUST as I am leaving on holiday. I'll try to get the builds available ASAP, but it might be a day or two!- 577 replies
-
- 2
-
-
- plugin
- orbital parameters
-
(and 1 more)
Tagged with:
-
@maculator, EVAManager is a utility that mod authors can use to add modules to EVA Kerbal "parts". This is necessary for EVA Kerbals to have data transmitters in AntennaRange. Technically, I think everything else will work without it. While technically speaking you can probably locate ToadicusTools.dll anywhere you like, I do not recommend moving it. If you ever use any of my other mods, all package it as well, and it is important that you only have one copy of it in GameData at any time. I keep it in a centralized location so that users don't need to keep track of it.
-
I'll look in to that. @nli2work is correct that it's a linerenderer, and I don't think it's actually bound to any particular emitter on the model (just a transform), so I'm not certain that the Unity tweaks that @SpannerMonkey(smce) brought up will work. I'm also not sure I have the original Unity assets. I'll mess around with useWorldSpace. Thanks!
-
I haven't ever used RSS, but this is the first I've heard anyone reporting reporting any issues with AntennaRange therein. If you continue having issues, please try to be as thorough as you can in describing the problem, and get me a log (Windows: \path\to\KSP_win\KSP_Data\output_log.txt; Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log; Mac: ~/Library/Logs/Unity/Player.log) along with it.
-
@Dworf, I think that's probably the same thing that @V8jester was talking about a few posts up. That's something that's probably going to take me a bit to get to; I'm not actually much of a part author and didn't create these parts in the first place -- I'm really just maintaining the plugin part of things to keep it nominally working. So, I'll need to dust off a Unity install and see if I can get the parts imported and try to figure out how to uncheck that "Simulate World Space" widget. If anybody here is a part maker or otherwise knows how to use the Unity editor better than I do and wants to help out, I'll gladly accept.
-
@akardam, as NathanKell indicated, you can add any module you want. EVAManager doesn't actually do anything on its own; if you want to add those drains you'd need to write a PartModule to do it and then use EVAManager to add it to the EVAKerbals. @NathanKell, let me know what you need fixed when you do! I've just started work on prepositions.
-
There is not currently an easy way to do that. What parts, specifically do you want to disable? You could access the config options to disable things like control limiting and pretty lines to make it look off, but there's no way for you to disable the network resolution under the hood, and no way at this point to enable transmission when it shouldn't be possible.
-
@civilwargeeky, as suggested in @Kerbas_ad_astra's post just above yours, the ranges are dependent on the tracking station level as well. They also depend on the other antenna you're connecting to. Here's a table showing how the antennas relate to each other and to the tracking station using my default numbers: From→ Comm. 16 Comms DTS HG-55 Comm. 88-88 EVA To↓ [m] 1.80E+04 6.30E+09 1.26E+10 3.70E+10 1.39E+03 Comm. 16 1.80E+04 1.80E+04 1.06E+07 1.50E+07 2.58E+07 5.00E+03 Comms DTS 6.30E+09 1.06E+07 6.30E+09 8.90E+09 1.53E+10 2.96E+06 HG-55 1.26E+10 1.50E+07 8.90E+09 1.26E+10 2.16E+10 4.18E+06 Comm. 88-88 3.70E+10 2.58E+07 1.53E+10 2.16E+10 3.70E+10 7.17E+06 KSC1 8.00E+05 1.20E+05 7.10E+07 1.00E+08 1.72E+08 3.33E+04 KSC2 2.00E+11 6.00E+07 3.55E+10 5.02E+10 8.60E+10 1.67E+07 KSC3 2.00E+12 1.90E+08 1.12E+11 1.59E+11 2.72E+11 5.27E+07 In general this is a fairly realistic simulation, where I've "baked in" concepts like antenna geometry and gain. For a little more info on the maths behind it, take a look at the README. EDIT: Note that in non-career games (Science, Sandbox) the tracking station is always considered to be level 3. I could potentially make the tracking station "level up" based on your science tier in science mode, but that's not in the game at all at this point. If you want things to use fixed ranges for everything, you need to uncheck the option "Use Additive Ranges" in AntennaRange's options menu in the space center. Then, all antennas will use a naive fixed radius from themselves based on the simpleRange (not nominalRange) cfg parameter. All; very sorry for taking January off as well. Work has just been insane lately. I'm trying to find a good opportunity to release a few maintenance bits before 1.1. MOAR EDITS @DMSP, I'm aware of that issue and intend to fix it in the next release. Thanks!
-
[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
toadicus replied to toadicus's topic in KSP1 Mod Releases
@mielgato, I license KER's simulation code to do all my engineering calcs, so any deficiency in their code will be duplicated here. I also necessarily lag behind a bit on their latest fixes; I'll update my VesselSimulator code and get an update out soon. @gamerscircle, it's true that synchronizing orbits requires only the SMA to match. If the orbits are not perfectly circular then from the perspective of one satellite the others will appear to "librate" in the sky, but their relative positions will generally be consistent. As @Stone Blue said, VOID doesn't actually do anything for you there except show you the SMA as precisely as you need to see it... but that's very important for building constellations!- 577 replies
-
- 1
-
-
- plugin
- orbital parameters
-
(and 1 more)
Tagged with:
-
Like Padishar implied, KSP really doesn't have the tools available to make that sort of functionality available to modders. Last I checked, resource fetching was hard-coded in the parts and modules that fetch and supply resources, so to get around that and add my own stuff I'd need to find a way to excise that entire subsystem -- which is pervasive -- and completely rewrite it. Padishar knows even better than I do that such an undertaking would not be a small task. Thanks for the request though, @PickledTripod! Sorry this one didn't work out.
-
@godefroi, AntennaRange and RemoteTech aren't intended to play nicely together; the issue is that AntennaRange is not applying any of its modules because it has found RemoteTech to be present. If you want to use AntennaRange, you should remove RemoteTech, and vice versa. Generally speaking the two are mutually exclusive. @ManuxKerb, I'll look into it again. IIRC I couldn't duplicate it last time, so a save would probably be useful. Especially one with minimal extra mods required.
-
You can try right-clicking on the antennas to see if they give any clues in their status readouts. But, that's not expected behavior in general. If it persists, can you get me a debug log (Windows: \path\to\KSP_win\KSP_Data\output_log.txt; Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log; Mac: ~/Library/Logs/Unity/Player.log) after a run of the game that exhibits the problem?
-
Hey folks! Apparently I took December off. I didn't really plan to, but by the time I noticed it was too late to do anything about it. Hope you all enjoyed whatever holidays you prefer; I'm looking forward to getting back into the swing of things in January. @LostOblivion, I haven't written any code for it yet, but it'll work.
-
@JJE64, the simplest way would be the way Squad appears to be doing it (based on their post some months ago), which is to make most antenna parts only useful as transmitters, and have an entirely separate part for relays. Other methods get more complicated based on how particular you'd like to be able to be.
-
@HalcyonHush, thanks very much! I'll likely include these, with credit, in the next release. @JJE64 EVA Kerbals have a very short range. Your description sounds like he probably shouldn't have quite been in suboptimal yet though, so it's hard to know exactly why that might be the case. EVAs don't lose anything from being suboptimal, though. I don't currently have a way to designate specific relays, and a feature like that is not currently planned. That doesn't mean I couldn't think about it someday, though.