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Everything posted by Bizz Keryear
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Apparently UNSET was forgotten. However rejoice a1270 has done a pull request to that... Let me just quick ask if that's including nodes edit: https://github.com/Nivekk/KOS/pull/263
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He is absent from the Github 13 days (last update) 16 days since his last comment. He really is not one who writes that much I guess. (The reason why the doku is such a mess). Anyway he didn't said to be absent. And I begin to worry. But maybe it is the same what has happened to me. I simply couldn't effort time for KSP. But I try to fetch/catch him. ----------------------- Wiki News: Once again I walked through the source code and through every not included pull, grabbed the raw data threw them into the wiki http://kos.wikia.com/wiki/List_of_all_Commands . Until I have time to include this correctly it probably stay so. Anyway funny that there are a lot of functions which no one ever has used (maybe cause they never heard of).
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[PLUGIN+PARTS][0.23] SCANsat terrain mapping
Bizz Keryear replied to damny's topic in KSP1 Mod Development
Not directly, but I can imagine it is possible to write something that converts SCANsat data to a kOS script that just contains the variables. That way the script acts as a database. I think you would need an external converter though, or SCANsat would have to implement such a feature. Uhh. I didn't thought it would be misunderstood. MY post was more or less a feature request to @damny. With the possibility of an answer that is has been done already. Basically I wanted to say that is possible to add something to ScanSAT that makes it possible to add a kOS command without touching kOS which allows to query the height data stored in ScanSAT. (Not sure if that sentence is understandable, either.) -
Yeah, I am back more or less. After a while away with no time to play I try to catch up. My next step is, when I am not accidentally logging out of github... cause I lost my password and my saved emails are not working..., to look up the source code again and update the wiki (which is completely outdated right now). Well some jester changed the text of the wiki starting page to 123 apple ... what people do when they are bored... Anyway since I still haven't much time it takes some time to read through the old posts. So this text might be some days old before I post it. What I really hate is that you have to know your math if you want to program something for a spacecraft. Man I hadn't to deal with any harder than the rule of proportion since I left school (decades ago). Your post made into http://kos.wikia.com/wiki/FAQ. Congrats! I wanted to write a little program that removes that from the sfs files (both quick and persistent). Problem is I am slow it would be in in python and I haven't convert it into exe since ages. Obvious exe wont work on MAC or Linux. So is there someone here who can do it in java? It should run everywhere and would be a great help to everyone which don't like or is unable to touch the sfs files manually. I also have read in the forum that saving a corrupted ship can also reverted if you use this method. Can someone confirm this? I can't say if I am time for that. (Making this post including reading everything has roughly taken 4 days in my short spare time) You sure you hold the copyright for that? Isn't this a solution (beside of the name of the variables) 1 million programmers came up with already (in other languages as well) Not useless, only just not finished. Most people would be glad if the existing features where just bug free now. But I agree we need arrays and we need them fast. P.S.: kOS is currently incompatible with kmp (as long as kmp doesn't fix that) I thought they arn't needed anymore (since 0.7 I guess) Oh, this needs to be tested and if confirmed fixed. I have a hard time cause I barely play lately. Can I suggest to test a workaround: Shut down the power of module before leaving. This should get rid of the processor task. Prepost edit: So it seems confirmed. And also it might that my workaround idea might not work. (since it is a variable which causes that) Umm. It seems sometimes a flush() could be useful (which empties out all variables) Anyway I added it to the wiki. What really good would be something like isa mapsat ... or SCANsat does. An integration of those mods would solve everything. You could get height data from a previous flight over as well as collecting height data on way down (since it captures an area which is as bigger as higher you are). PrePost edit: I just requested it in SCANsat. Really cool, besides that I can't see a ****. Honestly Skydrive? Youtube is too mainstream,eh? No really the output of kOS would have been really interesting. And Youtube would have allowed HD. (skydrive, too. But I guess that it if your space is limited) Anyway it is really cool, feel free to publish it somewhere. Our wiki maybe? Its a bug not a feature... Kevin stated that. It will be removed in later versions, but then you have a possibility to return something. Edit (did forget that one): Before I doing a GitHub [request] Transmitting data should deploy antennas. The new science system has the neat way of deploying and retracting antennas. I think that also should be used for transmitting data ... or do we leave that it to RT2?
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[PLUGIN+PARTS][0.23] SCANsat terrain mapping
Bizz Keryear replied to damny's topic in KSP1 Mod Development
Is there a way to transfer data from this mod to kOS? I mean kOS supports to query other mods and this data would be really useful for auto landings. -
[kOS] The Automated Mission Challenge
Bizz Keryear replied to TelluriumCrystal's topic in KSP1 Challenges & Mission ideas
You only can hope that either Scott Manley has no programming skills or does not want to participate. Otherwise we all know who the winner is. -
Is it dead? I really like to have a searchbar. Edit: Is not really working anymore because recently it hides partly under PartCatalog and can't be moved (I was editing the cfg which seems now to have no effect for some reason)
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Sorry If I sound dumb, but is this mod including also all features from StretchyTanks? ------------------------------------------------------------------------------ @NathanKell For myself I was astonished how the readability with the correct using of indents and Lists is improved. I suggest you use them in your description. They will vastly improve it and make it easier to find important information... at least for me.
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In the final game there should be an ultra-realistic option... (There are enough mods around which do that.) Beginning of the Tech Tree, over the size of the Solar System and Celestial Bodies, the data and behavior of parts, the used fuel and oxidizer, life support and many more. The modders show that it isn't impossible to do so and it will be a great fun for experienced players. But it should only be an option, since new players would be frustrated.
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[WIN] the kOS IDE - Current version 0.33
Bizz Keryear replied to SolarLiner's topic in KSP1 Mod Development
@SolarLiner Is the project dead? Are you dead? Any news about it or you? -
Am I glad that I added the terminator part in the wikia FAQ
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Have published the craft file anywhere?
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I think I might add a FAQ to the wiki, since this and some other mistakes are very common. I am a little short on time lately, though. You might have done the same mistake (very likely), but without code its hard to tell. 1. Not entirely true the antennas where intended to have an impact on the targeting range. (described in one of his videos) However it might be dropped or bugged right now. 3. Kevin is still struggling with identifying //acessing parts. Which is a requirement for any actions like those. Finally someone has read it
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[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
Bizz Keryear replied to BigNose's topic in KSP1 Mod Releases
Its really great. But I am sorry to say it but it still has the "pause" bug. If the lights are on and the game is paused then the lights "forgets" it last state and are simply turned off.- 799 replies
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[.22]copenhagen suborbitals Heat 1x Tycho Brahe v1.1!
Bizz Keryear replied to tjitte's topic in KSP1 Mod Releases
But is not having a view not an advantage?Btw. Space capsules aren't that cramped anymore. And I doubt I could scratch my head in that one. (unable to lift my arms) Let me point this out: It would be the trip of your lifetime (well, most probably the last trip). But, in opposite to rockets, cars and planes do not tent to explode randomly. Even if Hollywood says otherwise. Actually It takes a lot of effort to make a car explode, well crashing planes can create an explosion since the fuel gets mechanically mixed with air (impact) and there is also a ignition source (running engine) which is also the reason why the fuel is dumped. But in general they don't explode unless its provoked from the inside (bomb) or outside (e.g. missile).Which (fuel dumping) is not an option on a rocket. 1. While dumped fuel from a plane is burnable but not explosive (at least not near the plane) the dumped fuel from a rocket contains an oxygen source (aka. oxidizer) which makes the mixture highly explosive. 2. The dumped fuel from a plane does not pass the engine (ignition source) however on a rocket it does (gravity can be bitch sometimes). Before I use something like this it has to be proven as (potential*) safe. It does't have to be save as a plane but at least as safe as a car. *=In statistics is often used "deaths / number of persons used" which makes the plane safer than the car. That same statistics might make that rocket the safest cause no one ever died while using it. (cause no one ever used it) -
Epic KSP Theme song + Space theme (update 3)
Bizz Keryear replied to BahamutoD's topic in KSP Fan Works
Its so great that I wanna like to used it myself. Anyway I wouldn't do that without your permission. And some more point: You might still need a licence / agreement for altering his music. Its not mentioned on his page. And you should add "Music by http://incompetech.com/ by Kevin MacLeod" to your page or it might be an copyright infringement (according to incompetech licence). -
[.22]copenhagen suborbitals Heat 1x Tycho Brahe v1.1!
Bizz Keryear replied to tjitte's topic in KSP1 Mod Releases
OMFG: Who actually is crazy enough to put him/herself in this deathtrap. Well actually Kerbals are, but this is also a RL deathtrap ...erm... rocket ...eh... deathtrap. I am getting creeps just by looking at it.*3) I would s**t and p**s myself. When I realize that ... ... I will go into that thing. ... I won't be able to move. ... I am even closer to the "bomb"*1) I am riding on than in a normal rocket. ... is has not abort system. ... I am wearing no suit and only the very thin hull stands between me and death. ... a parachute failure will kill me. (as happened to the prototype) ... (-that) all this ducktape that is closing the lit.And also at launch. and especially at the (probably) head first*2) reentry. I am just realizing that it could be a marketing trick to sell (more) diapers for adults. Has anyone actually measured.... ... the G-Forces which where applied to the (brave but yet dummy) pilot? ... the reentry heat applied to the head? I mean a cooked brain may seems funny (yummy?) to some people but surely not for the pilot. My tip: add more parachutes... way more parachutes (especially for the case of failures) to it... and make sure it even works (bring back the pilot safely) even with much higher payload. I mean 70kg for an adult isn't that much (nerd launcher?). And even if you assume 90kg there is something called security tolerance mhich means if the pilot weights 90kg it should still working safely with 120kg+. Real edit: If you put in the minister which is responsible for the latest dog laws, forget the parachutes (all of them). *1)=If you actually don't know yet. A rocket is practically a bunch of flying explosives which, in best case, is prevented from uncontrolled exploding. *2)= ballistic trajectory with no correction devices assumed. *3)=which won't make me hesitate to put a kerbal inside -
Not true! Simply not true. This code is from chatterer and those sounds are in <KSP Folder>\GameData\RBR\Sounds Well actually he sorted it up in the last version to chatterer, probe and sstv, but never the less its just for sorting them. It may be different if you use the KSP internal function that might be useful if you create a part and don't want to use a dll, hey wait don't we use already one?
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Something new for kOS: So how to use pieces of that for producing sounds with kOS?
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I am sad to hear this. Honestly I think chatter can be improved a lot, but its also great right now. Anyway since I don't speak C* I think I don't should mess with your code. *=Not enough to program anything, but still enough to read the code somehow, since many languages have similarities. Since I am also not going to the Louvre to "improve" the Mona Lisa.... But I am feel attempted to put it on Github. Maybe Chatterer is the thing that pushes me to finally learn C, too. I am not saying that I am taking it over (not yet at least). But Github can't hurt, maybe I do that the next week or so... or not .. dunno ... I am not reliable.
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It uses power when turned on.
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I think kOS should start as soon as there are drone cores. In my opinion that is also what drone cores should be, programmable computers.