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Everything posted by Nereid
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
Well, thank you. But I only wanted to say, that I have choosen this technical approach for a reason. That's not true for all my approaches in FF. Many of them are just done because someday I was experimenting and there was an outcome like "hey! this works" All modders invest quite an amount of time for their mods. Especially in the first few weeks, when you are just trying to understand how this all fits together. I don't know how many hours I have spent. 200? 400? more? I really don't know. So, feel free to criticize, but respect a decision from a dev if he takes one. I'm still trying to integrate custom celestial bodies in FF... -
[1.10.0] NanoGauges - tiny ana1og gauges for kerbalnauts -1.10.0-3463
Nereid replied to Nereid's topic in KSP1 Mod Releases
NanoGauges 0.5.14-105 is online KSP-AVC support Version scheme changed (KSP-AVC scheme) Optional stock toolbar button Gauges do now snap to each other Approximated Mach number on Kerbin, if FAR isn't installed.- 339 replies
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
Final Frontier 0.5.7-92 is online Changes: KSP-AVC support Version scheme changed (KSP-AVC scheme) Dragable mission summary Optional stock toolbar button Download FinalFrontier -
[1.10.0] NanoGauges - tiny ana1og gauges for kerbalnauts -1.10.0-3463
Nereid replied to Nereid's topic in KSP1 Mod Releases
Sometimes the simplest ideas are the best. Well, I will give it a try. Maybe today, maybe next week. We will see.- 339 replies
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
KSP-AVC support is ready (by choice of the user; without an installed KSP-AVC plugin no checks for updates are done). The mission summary window is movable now (it wont overlap with the stock summary after dragging it and maybe I will add some resolution dependent default locations). Custom ribbons from SmarterThanMe and Wyrmshadow are added. The Stock toolbar can be used and blizzy toolbar is an option. Compiled against KSP 0.25. Some minor bugs fixed. I will test this build tomorrow and release it then. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
Development time ist costly (don't ask what I should have earned, if I would get payed for this; but trust me, I would not have need to work this year anymore in real life ). RAM is inexpensive and saving RAM is a waste of money in todays development most of the time. KSP is a little different because of the 3.5 GB limitation, but changing this would cost me about 2 days of work (the workflow has to be changed completely). And unfortunately FF stores the texture for each ribbon in the Ribbon class. Without changing this, you will use more RAM. So another day for changing this and the tradeoff would be more cpu usage and some potential hard to detect bugs. Not a good idea. Always choose correctness over performance or resources, if performance or resources are not a very big point. And they aren't. But the main argument here is devlopment time and therefore costs - even if I won't get payed for this. And I have checked this: In its current state FF will cost about 10MB to 15MB RAM without ATM. Using you optimization may save 5 to 10 MB RAM (maybe much less). Its not worth the effort at the moment. Technically you are right, but you can't really justify a time invest of two days of work (if you know the price for two days development, you will surely agree) by saving this amount of RAM. It's a bit more annoying that KSP takes a few seconds longer to load because of the amount of files. And maybe someday I will change this, but we have more important things to do at the moment. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
I don't think there is a conflict. Moving kerbals wont do any harm, too. I do it myself often. This is the first report of 600 days to much mission time or something like this. If somedody has an issue with mission times way off, please send me the halloffame.ksp There seems to be an issue with the heavy vehicle ribbons, which I have not analyzed yet. And just a tip: If you don't want a ribbon, because you don't like it or it works not properly, just remove the corresponding png-file in the ribbons folder. In the current version of FF this will disable this ribbon (in previous version it will crash FF). Unfortunately I haven't played much KSP since 0.24.2. At least not in a sandbox-career like style. Most time I have just tested new designs of airplanes. Maybe I have not experienced some new introduced bugs in FF myself. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
Well, as long as Fire Crew Mod does not change the names of the kerbals, there should not any problems. If you remove a kerbal in flight, he would not end the mission of course. If there are any problems please tell me and I will see what I can do. EDIT: I'm using the names of the kerbals, because I didn't find any persistent unique id for a kerbal. If somebody knows about it, please tell me and I will change it. Nice idea. I will give it a try. Some post are complaining about the summary window now conflicting in position with the stock KSP summary window. I have noticed this, too. Currently there can't be done much about this (maybe I will change the position of the FF summary window). But a question: Does anybody know about a mod that uses the stock summary window in some way? If I get any example I would try to integrate FF therein. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
Unfortunately ATM, one of the most important plugins, is not updated for 0.25 yet. Ranks are a little more complicated. Thats nothing I can add in a few days. I'm still thinking how to integrate custom solar systems without screwing all up. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
Well, as long as blizzy will develop his toolbar, this one will always be an option. I will just have to learn how to use the stock toolbar... -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
It's on my todo list. BTW: Anybody out there who can create a nice icon for the toolbar? I'm lousy in creating graphics. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
I will add them this weekend. I'm quite puzzled about the reported not recorded mission count for some kerbals. I had never seend this myself yet. I'm iterating over the crew, when the mission counters are increased. Are some kerbals in some other crew modules when recovering? Maybe they were not counted as crew then. But remember: if you recover a kerbal fom a mission that has started before FF was installed, it will not count this as a mission for this kerbal. The 64 bit version of 0.25 isn't working at all for me, so I can't test FF for 64 at the moment. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
I need an exact description how to reproduce this. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
I will check compatibilty this weekend myself. maybe I will have some time to update it for 0.25 but I don't know yet. -
[1.10.0] NanoGauges - tiny ana1og gauges for kerbalnauts -1.10.0-3463
Nereid replied to Nereid's topic in KSP1 Mod Releases
Sorry I'm still abit busy atm. Too much coding/debugging in real live prevents me from supporting my mods at the moment. And there are other games than KSP of course. But to answer a few questions: I have tried to get NEAR to work, but NEAR won't support Mach-Numbers. At least at the time I have asked the dev of NEAR. To be honest, Id didn't event realized yet that the gauges will go away if the UI is hidden... Well. The autolayout function was a bit tricky to implement. I have done it for myself, because I'm to lazy to get a pretty layout by hand. But a vertical alignment should be not that hard todo. Maybe in a next release. But don't expect one in the next few weeks.- 339 replies
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
Updated the mod to comply the new plugin rules. No other changes. Sorry, but time is short again these days. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
You get a first time X ribbon that is already awarded? This has nothing to do with 0.24.2 and is a bug for sure. Can you give me an example? In my last tests all arwards are fine. But I don't have much time at the moment to play KSP myself, so maybe this bug was not noticed yet. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
No problem. BTW: In the config window there is a button that opens a window with all codes used in that file. Yes. But I don't like that idea. If anybody wants to get to high mach/gee with SRB or liquid fuel, why shouldn't he allowed to do this? And checks like this are expensive. I would have to add a kind of observer that detects if the vessel had changed its parts, so I dont have to check this every time an achievement is tested (like I do it in NanoGauges). I have done a similar test for the solid fuel booster ribbons. But they are checked only at launch (to be more precise: they are checked at any situation; but they test for a launch before analyzing the parts). "usually spends most of the time" unfortunately is a term thats very hard to understand for a computer program. I realy doubt anybody in the world could code this in any way at the current time. Unfortunately there is no state like "ground level" or "chute activation". I can detect a chute of course. But that would mean analyzing all parts of the vessel. I try to avoid this for performance reasons at all costs. Remember: All ribbons are tested every time a situation changes. Even if they are already awarded and even if the current situation would not lead to an award. There is no logic like "if situation x occurs award ribbon y". Coding this way would be to complicated and error prone. Well we are primary talking about the mach ribbons. For the high gees I had launching and even reentry in my mind as I had created them. But in 0.24 they seem to be easier to get thus I have added the 3 seconds timer. Maybe I can add some other ribons for high gee while at level flight (velocity up to 15 degrees below or above the horizon). The mach ribbons take only horizontal speed into account. I could limit the vertical speed to avoid reentry, too. But if the reentry is shallow enough... -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
Yes, but how can we detect this? I could add some kind of a timer that disables mach ribbons for a few minutes every time the atmosphere were leaved or a specific altitude was exceeded. We have altitude, atmospheric density, speed, direction of velocity and such things. Data like "spontaneously combusting" is not existent in the KSP classes. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
Difficult. But I will think about it. They were supposed to work as an award for flying level in a plane and not for reentry. Question is: in what way differs a reentry from a normal level flight? -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
Fixed. Thank you. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
A quote from the first page: The plugin takes use of System.IO to store its data in the corresponding save-folder of a game. For example: If your game is called "MyGame", Final Frontier will store its data in <KSP-Install-Folder>/saves/MyGame/halloffame.ksp". After the first save operation there should be a halloffame.ksp in your save game folder. The internal structure of the file was already discussed in this thread and it's quite simple. BTW: There is a minor glitch in the new gee force ribbon award. If a vessel has sustained a gee force number for 3 seconds, the next time the vessel gets up to this gee force it will award ribbons instantly (well I didn't really test this, but a code review tells me this should happen ). Because the crew has this ribbon already this doesn't matter - until the crew is changed in flight. I will fix this in 0.5.7. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
Final Frontier 0.5.6 is online Changes: SOI ribbons fixed New gee force ribbons (up to 14 g) Gee force ribbons awarded after 3 seconds of sustained gee force. New custom ribbons by helldiver Some changes to improve 64 bit compatibility Download FinalFrontier -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
Is there any mod out there, that is using the ingame mission summary? Maybe I can use it for FF, too. Ah, ok. This explains why this never happened to me. I'm using deadly Reeentry in my development copy for testing purposes.