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Everything posted by Raptor831
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I asked this in the "Help-a-modder" thread, but figured to ask here too, since it's about sound. I'm trying to figure out how to use a FloatCurve for volume/pitch adjustments. So, throttle at 30% = pitch at .5 kind of things. I can't just use the ModuleEnginesFX module because I want multiple sounds at a time, which doesn't work with the EFFECT{} nodes (or at least I couldn't get them to work). So, I have a curve in a .cfg file like this: volumeCurve { key = 0.0 0.3 key = 1.0 1.0 } I've got the KSPField set up and then called within OnUpdate() in the module code like this: [KSPField(isPersistent = false)] public FloatCurve volumeCurve; ... ... audioGroup.audio.volume = GameSettings.SHIP_VOLUME * volumeCurve.Evaluate(currentThrust/maxThrust); That doesn't work. If I set a range from say 0.3 to 1.0 using Mathf.Lerp() then the volume works. Currently, the volumeCurve.Evaluate() is returning 0 all the time, thereby muting my sound. I checked out ferram's code for his FAR mod, and he uses it similarly, as far as I can tell. I'm sure it's something silly, since I'm still getting the hang of C#. Any ideas on this one? EDIT: Ah, well, I realized that I could get this to work with the EFFECT{} nodes. Just didn't set them up properly. Now I just need to figure out how to stop looping audio on command.
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How do I parse a FloatCurve from a config file? I'm trying to add some sounds to the engines, whose pitch/volume is tied to throttle level. I know I could use the new FX module, but I want multiple sounds at a time (layered). I wanted to mimic the curves for pitch and volume, but I'm a bit confused on how to get them from the config to the code. So, in the .cfg is: volumeCurve { key = 0.0 0.3 key = 1.0 1.0 } So, 30% volume at 0 throttle, and 100% volume at 100% throttle. In the .dll I've done this to set the FXGroup's volume: audioGroup.audio.volume = GameSettings.SHIP_VOLUME * volumeCurve.Evaluate(currentThrust/maxThrust); If I define it linearly in the code, like so: audioGroup.audio.volume = GameSettings.SHIP_VOLUME * Mathf.Lerp(0.33f, 1f, currentThrust/maxThrust); It works like I expect. I suspect there is something I have to do to the config node that I am unaware of, so any direction would help! EDIT: I seem to have figured out how to accomplish this with the EFFECT{} nodes. Just needed to make sure each AUDIO node had a unique name, and we're in business. But, now I need to know if I can stop a currently running effect. I can set the effectPower to 0 but if I don't define a curve with the 0.0 key, then it runs indefinitely.
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How are you implementing the sounds? If you use the new EFFECTS {} thing in the config, you may be able to get multi-layered sounds. I'm testing that right now... EDIT: No dice on that. Looks like it's still confined to one sound per stage. Needs a plugin to work, either Firespitter or a custom job.
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I'd like simply more engine/fuel options in the stockalike category. I like the feel of this game, where it's not insanely hard to get to places. But, I'd like to use realistic tools to get there. So having options of which engines to use, what fuels they use, and setting up the best mix is what make this enjoyable, for me anyway. Basically, moar options for stock scales.
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Blast! I didn't even notice that about FTmN engines. I'll just change them to use appropriate fuels for now. I also don't seem to have the RAM ceiling to run LazTek's SpaceX stuff (though I do really like it!). I used AIES Galaxy engine for the Merlin and the LLL small radial with a rescale for the SuperDraco. Works for me, and no extra part packs to load.
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That...is much better than the config I used! Sometimes I forget to really leverage MM, and just adjust each part individually... I've been setting up RF (stock configs) on my install, and noticed some of the included configs are broken/out of date. Specifically the KSP Interstellar and the FTmN Nuclear pack. The FTmN pack changed part names, possibly, and the KSPI pack had some tanks that didn't get picked up. If anyone wants to use them, they are here: http://cl.ly/250L1B193j3i @NathanKell Thanks for your spreadsheet, as well. I've been making some custom configs for SpaceX-ish parts (Merlin 1D and SuperDraco) and it's been quite fun arranging the stats to fit with the stock-alike feel. I might take a stab at tech levels for the jets. Do I just need to set up a ModuleEngineConfig for each engine and assign starting tech levels, and the plugin will take care of the ISP/thrust increase?
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Does anyone have either configs for the stock jet engines to play with Real Fuels, or the conversions needed to switch them from LiquidFuel to Kerosene (or JP-5, or whatever)? I looked around the thread and searched with Google but came up empty. I'm using Real Fuels without RSS or the Realism Overhaul, so I'd like to use the stock parts if I can. The B9 turbofans are left out as well, so if I can either snag or whip up some configs for those it'd be nice as well. Or could I just pull the fuel ratios from the Realism downloads and skip the weight/size changes?
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Raptor831 replied to Nereid's topic in KSP1 Mod Releases
The mod only installed the option of permadeath, which I believe was removed. Crew Manifest does this if you want, and TAC Life Support can change the length of time before rebirth. Also, the mod does not write to the persistence file. It creates a file alongside it, in the save folder (in case you want to copy/backup/send the entire thing), and reads only from that. -
Firespitter does allow custom engine sounds, but it's geared to aircraft engines (go figure). I checked out adding gear toggle sounds for Firespitter (and B9 by extension), but the requisite module is not public in the code, so I can't access it properly. I've got the code for stock gear to make sounds when toggled, just have no good sounds to use. I have not checked tire sounds on touchdown, but I think that can be done.
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[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
Raptor831 replied to alexustas's topic in KSP1 Mod Development
Is there a way to control the area lit up by these lights? I've tried dimming them, but it's just dimmer in the same large area. I was trying to set up a station with the lights and/or the integrated docking ports, but I can practically light up the whole station with one well placed light. Checked the config file quickly and didn't see a setting. I was hoping to reduce the area to something similar to what the B9 lights do. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Raptor831 replied to helldiver's topic in KSP1 Mod Releases
No, it doesn't correct it. Point and shoot is just easier than calculating the 14 degrees of offset (or remembering!). If you correct it manually, the maneuver will be more accurate. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Raptor831 replied to Nereid's topic in KSP1 Mod Releases
I'm getting the same error as above using 0.3.1, but I only see them dropping the custom ribbons. Judging from the logs and looking through the source, it just seems like it's not matching up the creation of the custom ribbons with the awarding of the ribbons, or the ID numbers are off. My halloffame.ksp file remains in tact, and no oddities with my persistence file yet. One odd thing, is that the custom ribbons for the Mission Specialists (Ops, Sci, Engineer) got written to the wrong graphic. Seems to be using some of the other 20 user-defined custom ribbons. Pic here with errors in log: If you want a log, Nerid, let me know! -
Dragon Rider Capsule [0.23 (2/14/14)
Raptor831 replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
I whipped up a ModuleManager config for my own game to get the nodes so FAR would understand. You can grab it here: http://cl.ly/code/0x372B3v3a3k cBBp, if you want to use those, be my guest. -
I play KSP for the engineering/design challenge. I see what I can build to do a certain task. I play pseudo-realistic and try to come up with plausible designs. I used to play in just sandbox, but I've begun to like the challenge that early career restrictions place on you. How much can you build with only these parts? Someone mentioned once it's like playing with virtual Legos. It's an outlet for creativity, for me.
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[1.1]Hullcam VDS - mod adopted by linuxgamer
Raptor831 replied to Albert VDS's topic in KSP1 Mod Releases
First off, nice mod, thanks for this! Second, I had the flickering in map view that seems to happen occasionally. It was occurring after I used HullCam (in particular the Ordan telescope) and after I had loaded a different ship without any cameras. Did some testing and figured out what caused it: I left the telescope zoomed in. If you're zoomed in sufficiently and jump to the map view, planet textures will flicker. Zoom back out and they go back to normal. The aerocam doesn't zoom enough to do that, but the Ordan (and the Cacteye mod telescope) do this. So, if you get flickering in map view, make sure you've zoomed out all the way before you jump away from the ship or you'll be stuck with it until you restart! -
[0.90] Kerbin Shuttle Orbiter System v4.13
Raptor831 replied to helldiver's topic in KSP1 Mod Releases
I did the FAR config, and it is very possible for you to get into an unrecoverable spin/spiral. Especially if you don't dump the fuel first. You want to be within about 10-15 degrees AoA most times, as anything beyond that likes to make it flip out. You can adjust the config to make it a bit more stable, though I'm not sure the best way to do that. Maybe give the tails more lift and the wings less, but that may make it fly more brick-like. My profile was a 100m/s burn from 80km, aim for about 10 degrees above horizon, and hold that wings level for as long as it will let you. You can extend your reentry quite far that way. Once the ship doesn't want to lift the nose any more, just let it go prograde. Once you come into thicker atmosphere, you can adjust your descent a bit, but until you go subsonic that's a "suggestion" at best. Also, be sure you set the wing control surface to be only flaps. I've heard they don't work right if you use them for pitch/roll. -
[AAR] The Grand Tour - Voyage To The Planets
Raptor831 replied to czokletmuss's topic in KSP Fan Works
I was surprised to find something with more grimdark than the Grand Tour here. Well done with the CK2 one, I like how in character you get there. Reads like a really good history book (and not a boring textbook). -
[0.90] Kerbin Shuttle Orbiter System v4.13
Raptor831 replied to helldiver's topic in KSP1 Mod Releases
Here's the patch I made: http://cl.ly/code/2o2U2i2b1v2M It does make everything work with FAR, and be sure to set up the flaps as such. RE: Surface attaching anything in the bay. That's a generic problem with any cargo bays. B9 has the same issue, CSS has the same issue. It's the way KSP works. Your best bet, if you don't want to get Editor Extensions (http://forum.kerbalspaceprogram.com/threads/38768-0-23-Editor-Extensions-v0-6-5-Aug-(EdTools-Editor-Tools-replacement)), generally you need to build everything separately down to the docking node, and then surface attach to the bay. Trying to hit the node inside the bay is like finding a needle in 6 haystacks. -
[AAR] The Grand Tour - Voyage To The Planets
Raptor831 replied to czokletmuss's topic in KSP Fan Works
My first thought. At least I'm hoping we get to that part soon! -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Raptor831 replied to Nereid's topic in KSP1 Mod Releases
All good reasons. Figured it was worth asking. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Raptor831 replied to Nereid's topic in KSP1 Mod Releases
To work around this, could you simply make a "FinalFrontierSaves" folder in GameData? That way you stay away from overwriting your save file but still keep it inside GameData (which is easier to get to within the code). -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Raptor831 replied to Nereid's topic in KSP1 Mod Releases
I've PMed you as well, but it looks like it's what you were thinking. Filepath oddity on Macs. A little filesystem workaround and it's working ok. -
[AAR] The Grand Tour - Voyage To The Planets
Raptor831 replied to czokletmuss's topic in KSP Fan Works
The engine burn went off without much issue, so that means something else has to go wrong. Just what might that "something" be, though? And another great chapter Czo! -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Raptor831 replied to Nereid's topic in KSP1 Mod Releases
Seem to have run into a bug. I upgraded from 2.2c to 2.7 today, and all of my ribbons were gone. I checked the halloffame.ksp file and it's fine. Tested a few different saves, all the same. I tried to force a new halloffame.ksp file by backing mine up and removing it. No file was made at all, despite the logs. I added another mod (TAC Life Support) today, so tried without that one installed. Still nothing. I "reverted" to 2.3b to see if that worked, and it does. All the ribbons in place. I'm on a Mac, which used to have the filepath bug, but the logs are pointing to the right file. I'm out of ideas, and I really would like those custom ribbons! Any ideas? Logfile for completeness: http://cl.ly/410V0U0O253H (note: I run a kerbal-ton of mods, so the file's quite large for a log) During this session I simply loaded the game and checked the FF menu/window. Let me know if you need more info! -
[AAR] The Grand Tour - Voyage To The Planets
Raptor831 replied to czokletmuss's topic in KSP Fan Works
Let's hope they can keep the reactors from going kaboom...