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astronutkhillips

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Everything posted by astronutkhillips

  1. I have more or less retired. But don't worry, I turned the code over to someone and he should post something about the project soon. So long everyone! AK
  2. I haven't tried the Kethane plugin, but I don't see any reason why it wouldn't work. I have tried Mapsat and it works as expected on the rocky planets I have made.
  3. Pretty good. I think I have the scale issues fixed. Now I am tinkering with things like orbits and SOI.
  4. You should reread the post. No one was called an idiot. Quite the opposite in fact. I found the hypothetical planet stuff interesting.
  5. As the topic creator I think we should close this thread. It has served its purpose. Another thread should be opened to discuss whether or not plugins should be able to make planets. And if I get anywhere I will open a new thread in a more appropriate location.
  6. I am sorry to say that is incorrect. That is practically the definition of decompiling. I doubt you could get much by looking at the assemblies in a text editor. And Squad has no way of locking down access to classes/variables short of disallowing plugins. I haven't needed to decompile anything to get this far. Most of the info comes from ISA mapsat, hyperedit, these forums, Unity docs and VisualStudio Intellisense. What I might be doing is accessing classes that Squad would rather I didn't. I am not sure where that line is. I know almost nothing about the PQS system at this point. I haven't had the time to really look at it. As I pointed out in the original post the problem is to get it right in scaled space. Without that you might as well just put a giant mesh part in orbit somewhere and call it a planet.
  7. So there are some good points raised here. Is it good that you can make new planets? Does Squad care if users make new planets? How easy should it be? I think its good, assuming Squad doesn't mind. I have yet to hear anything. But if they said "hold off" I would without hesitation. As to how easy it should be... Well, who cares what you do inside your own game. And nobody can make you install a crap plugin. But from my poking around I have realized that it is much harder to make a good planet than you would think. And to make something that isnt a complete mess you need need to get the orbit right and the mass and the SOI all the other little things that seem minor until thing go boom. Assuming I get it working I would probably release a simple proof of concept planet and the code. If you want to make a new planet you could look at the code and figure it out. If you wanted to write a fancy gui planet editor you would look at the code and figure it out. Let the market decide. And I hope I didn't violate my EULA somehow. Didn't actually read it. Who does?
  8. Yup, the atmosphere is very thin but it its 99.8 nitrous oxide.
  9. You would think that after making a whole freaking planet making the map would be easy. But it turns out nothing in the Kerbal universe is easy. Having a good scaled version of the planet turns out to be a very crucial element. Even in the regular space view those scaled planets are used to fill in the blanks behind the high detail view. Very clever! But also very hard to replicate in a plugin. But progress is being made. Here are a few fun shots I made while trying to fix the map issue. I needed an easy to see, high contrast planet for debugging. So I plugged in some crazy color values and Joker was born. More screens from the first (evar!) landing on Joker here: http://imgur.com/a/jCoLg He is in the same orbit as Bogy at the moment. But I am going to put him into wildly eccentric orbit around Kerbin to help figure out the map LOD issues. He is apt named as he has already proved to be a pain in the ass. I look forward to eventually deorbiting him into the sun.
  10. Oooh. That sounds promising! I'll have it a go tonight.
  11. First, don't get too exited about this. There is still a long way to go and I am not at all sure it is going to actually work. But here are a few screen shots: Bogy. Ain't she cute! Kerbin rising over Mun rising over Bogy. Bogy stubbornly refusing to appear in the map window. Grrr. The capsule is on the surface giving you an idea how big it is. I spent 45min getting this shot. Time I could have spent coding. No more screen shots for a while. Its too much fun.
  12. Its an entire universe to explore. Its so good I stopped playing Kerbal for a few weeks when I discovered it. http://en.spaceengine.org/
  13. VertexPlanets are nice because you don't need textures. Minmus will show you how to assemble a VertexPlanet.
  14. I think I understand the PQS mods enough to be dangerous. So far I have just been working with PQSMOD_VertexPlanet as that seems the simplest. That would be awesome. And that info certainly helps. I think I got the mesh but I haven't done anything with scaledmovement and maybe that is the problem. Or it could be drawing but faded out. I'll poke at more tonight. So far I have a small rocky planetoid in a polar orbit around the Mun. I call her Bogy. And yes you can land on it. And even better, if you quit the game and reload your ship is still there on the surface and not a puff of smoke or drifting in empty space.
  15. I am working on a custom planet. After much labor it works pretty well. But it doesnt show up in the map or the tracking station. The orbit and the dot work but the planet mesh itself is not showing up. I have (I think) tracked the problem down to it not being included in the ScaledSpace GameObject. I have tried half a dozen ways to add it with no luck. Has anyone done this before? I need some tips.
  16. The NuMech console is freaking amazing!!! Why in the hell arent all plugin devs using this thing? If I had this a month ago I could have saved about 30hrs of reloading Kerbal over and over and over. Try it!
  17. Nevermind. It was a plugin conflict. Works great! Thanks EndlessWaves! And r4m0n wherever you are.
  18. Nuts! I got home tonight and was able to try r4m0ns version and it throws the same exception on mine. But then I tried it with 0.18.1 and it works. So they broke it with 0.19. Argh. so close....
  19. On second thought. Lets try to find another place to host the forked version. I have other plans for that github site. Can someone host it somewhere until they do an official release? I'll zip it up with source tonight.
  20. Wow! That is exactly what I was trying for. I wish R4m0n was still around. I'd like to know how he made it work.
  21. If Sirkut is up for taking it over that is cool with me.
  22. I'm working on a plugin to give a developer style console to KSP. Primary uses would be developers of plugins and users who want to explore the internals of KSP. The idea is to use the Mono.csharp.eval to allow real time execution of C# statements. Like: >print(2+2) 4 or more to the point. >GameObject.Find("Minmus").destroy(); //Take that Minmus! Cobbling from the internet I came up with this proof of concept. using System; using KSP.IO; using UnityEngine; using System.Collections; using System.Collections.Generic; using Mono.CSharp; public class PartlessLoader : KSP.Testing.UnitTest { public PartlessLoader() { //Called at the first loading screen //When you start the game. MyPlugin.Initialize(); } } public static class MyPlugin { public static UnityEngine.GameObject CmdConsole; public static void Initialize() { CmdConsole = new UnityEngine.GameObject( "No Parts!", new Type[] { typeof(CmdConsole) }); UnityEngine.GameObject.DontDestroyOnLoad(CmdConsole); } } public class CmdConsole : MonoBehaviour/*Singleton<CmdConsole>*/ { public KeyCode[] m_ShortcutKeys = new KeyCode[]{KeyCode.LeftAlt, KeyCode.F12}; //the keys used to open Console; public bool m_IsConsoleOpen = false; private string m_editstr = ""; private string m_result = ""; private int m_cmdId = 0; //used to identify cmd // Use this for initialization void Start () { Mono.CSharp.Evaluator.Init(new string[] { }); foreach (System.Reflection.Assembly assembly in AppDomain.CurrentDomain.GetAssemblies()) { //Dbg.Log("refer: {0}", assembly.FullName); if( assembly.FullName.Contains("Cecil") || assembly.FullName.Contains("UnityEditor") ) continue; Mono.CSharp.Evaluator.ReferenceAssembly(assembly); } Evaluator.Run ("using UnityEngine;\n" + "using System;" ); } void Update() { //check if the console should be opened if (m_IsConsoleOpen) return; bool bAllKeysDown = true; foreach ( KeyCode kc in m_ShortcutKeys ) { if( !Input.GetKey(kc) ) { bAllKeysDown = false; break; } } if( bAllKeysDown ) { m_IsConsoleOpen = true; } } void OnGUI() { //if (!m_IsConsoleOpen) // return; m_editstr = GUI.TextArea(new Rect(10, 10, 400, 100), m_editstr); if( GUI.Button(new Rect(420, 60, 100, 40), "Execute") ) { ++m_cmdId; bool bSuccess = Run(m_editstr); m_result = string.Format("{0}: {1}", m_cmdId, bSuccess ? "OK" : "Fail"); m_editstr = ""; //clear the script } if( GUI.Button(new Rect(530, 60, 100, 40), "Close") ) { m_IsConsoleOpen = false; } if (m_result.Length > 0) { GUI.TextArea(new Rect(420, 10, 200, 30), m_result); } } public bool Run(string cmd) { return Evaluator.Run(cmd); } } Which _almost_ works. But it throws an exception. TypeLoadException: Could not load type 'System.Runtime.InteropServices.GuidAttribute' from assembly 'mscorlib, Google says I am compiling to the wrong c# version. But that doesn't seem to be the problem. Any ideas?
  23. Sounds good Devo! I'll do what I can on the plugin side. Don't be too hard on users like Teobug. Maybe one of the mods could update the top post with updated info? Devo If you do make this a new plugin start a new thread.
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