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Everything posted by cakepie
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AirlockPlus v.0.0.11 @ 2019-06-02 Localizations available 中文 ・ 日本語 ・ español ・ русский ・ français ・ Deutsch ・ italiano ・ português (Brasil) Functionality AirlockPlus allows the use of any airlock on a vessel in conjunction with any crew part on the vessel: A kerbal on EVA can use any airlock to board any part of the vessel, not just the part that the airlock is attached to. A kerbal in any part of the vessel can go EVA using any airlock on the vessel, not just the airlock(s) on the part that they currently occupy. All of this happens seamlessly -- no need to manually transfer kerbals between parts. Works even if the airlock part is already full of other kerbals. With this mod, it becomes possible to use crew cabins that don't have airlocks, and airlock parts that don't have any crew capacity of their own. Boarding When an EVA kerbal is at an airlock, in addition to the usual command of "[В] Board", you are also presented with these options: Auto boarding: [Shift+B] Board into any available part -- even if the airlock part is full, the kerbal will be able get on board as long as there are seats available elsewhere on board the vessel. No guarantees on which seat s/he will end up in, though. Manual boarding: [Ctrl+B] Select part to board into -- this emulates the stock crew transfer behavior: you get to click on the part you want the kerbal to go into, even if it is not the same as the airlock part. Use this if you want more control over specifically where the kerbal ends up. Alighting Clicking on an airlock ("Crew Hatch") in stock KSP opens a dialog box that lists only the kerbals in the airlock part. With AirlockPlus, you can hold down the modifier key while clicking on an airlock (i.e. Alt+Click on Windows; Opt+Click on Mac). This will instead list all kerbals in the vessel, allowing you to take them on EVA from the selected airlock. If you have Community Trait Icons installed, AirlockPlus will display an icon next to each kerbal's name to indicate their crew type (i.e. pilot, engineer, scientist or tourist). The stock crew hatch dialog box is also augmented with these icons. Notes Boarding Respects keyindings in your game settings if you've bound the "Board" command to a different key other than "B". "Shift" and "Control" keys are bound by default to EVA RCS controls, so you should grab the airlock and turn off RCS first. [Shift+B] / [Ctrl+B] may sometimes be possible even when [В] isn't. This means AirlockPlus trigger detection is more lenient than stock. I'm not complaining... =Þ Just like stock crew transfer behavior, the manual boarding option will lock all other controls besides the camera, until you have selected a valid destination, or cancelled boarding by pressing [Escape]. Manual boarding mode will automatically terminate and return control to player if the kerbal drifts away from the airlock while waiting for the player to select a destination part. Boarding works for the Inflatable Airlock from Making History DLC even when not deployed. This is not intended and may be fixed in a future version. Alighting There may be a split second delay before AirlockPlus replaces the stock airlock interface. This is normal, nothing to worry about. Mod Compatibility This is not an exhaustive list. It only covers mods that have been selected for testing due to concerns about potential interactions. Interoperable mods Tested and known to play well together with these mods without conflict. Community Trait Icons Optional dependency used by AirlockPlus to display crew type icons next to kerbal names. Connected Living Space Supported. If CLS is installed, instead of being able to board/alight to/from any part of the craft, you will be limited to those parts that are connected to the airlock according to CLS rules. EasyBoard Excellent synergy: EasyBoard can be used to assist in grabbing on to airlocks/ladders before using AirlockPlus to board the vessel. Kerbal Crew Manifest No conflicts. Kerbal Inventory System Crew inventories are correctly preserved when boarding/alighting using AirlockPlus features. Ship Manifest No conflicts. Download v0.0.11 for KSP 1.7.x - 1.3.x Requires Harmony (v1.2.0.1 included in download) Requires Module Manager (please obtain separately) Community Trait Icons is strongly recommended Localizations available: 中文 ・ 日本語 ・ español ・ русский ・ français ・ Deutsch ・ italiano ・ português (Brasil) Installing Delete older version, if any. Keep your existing Settings.cfg to have your existing settings migrated to the new version. Download and place contents of GameData into your installation's GameData folder. (Optional) Download and place localization file(s) for additional languages(s) in AirlockPlus folder, if desired. (Recommended) Obtain and install updated copy of Community Trait Icons if you want crew type icons next to kerbal names Ensure you have appropriate version of Module Manager installed for your KSP version. Support All support requests must be accompanied by full logs. CKAN users are requested to reproduce reported issues using a manual install. License AirlockPlus source code, compiled binaries, and configuration files are © cake>pie Localizations are released under a Creative Commons CC-BY-SA 4.0 International license. You may make and distribute media (e.g. screenshots, gameplay videos, etc.) that portray AirlockPlus in use. You may monetize such media; if you do, a mention and link here would be much appreciated. This software is provided "as-is", without warranty of any kind. The author/maintainer is under no obligation to provide maintenance, support, updates, enhancements, or modifications. For mod updating in the absence of the author/maintainer: see here for details. All other rights are reserved. Acknowledgements The following people contributed to localizations: 中文: Summerfirefly 日本語: EBOSHI русский: KerbOrbiter, Teilnehmer español: GonDragon français: Rezza Goan Deutsch: Nils277 italiano: Simog português (Brasil): Spricigo Changelog v 0.0.11 2019-06-02 add Harmony dependency replace many horrible ugly brittle hacks with safer patch-based approaches spawning EVA now uses patches on FlightEVA to feed correct data to hatch obstruction tests instead of tampering with passed arguments fix spurious results from FlightEVA.hatchInsideFairing being fed wrong information due to stock limitations fix strange positioning/orientation behavior of spawned kerbal probably caused by tampered data in passed arguments patch KerbalEVA to disable stock command hints during manual boarding instead of brute force removal at every frame patch KerbalEVA to safely disable stock boarding when auto boarding encounters full vessel instead of outright disabling of KerbalEVA patch CrewHatchDialog postfix to provide notifications when the dialog is ready/terminated discard hacks for checking if CrewHatchDialog populated and ready for hijack/augment rework timeout logic for matching airlock mod+click input handling to stock CrewHatchDialog spawning better cleanup when hijacked CrewHatchDialog is closed instead of only when EVA button pressed add crew type icons to stock crew hatch dialog when spawned via crew transfer PAW action rather than clicking airlock v 0.0.10.9 2019-05-10 pre-release of v 0.0.11 v 0.0.10 2019-04-24 fix a bug related to input locking fix issue caused by ExperienceTrait.TypeName being localized fix kerbals in external seats being included in CrewHatchDialog fix inactive/unconscious kerbals being listed in CrewHatchDialog fix Connected Living Space AllowUnrestrictedTransfers setting not being respected new approach for closing CrewHatchDialog on EVA button pressed settings file: generated new if absent, migrate from old version if present new setting: allow boarding screen messages to be turned off new setting: allow Connected Living Space integration to be turned off minor localization tweaks for: Russian, Spanish, Chinese new languages: French, German, Italian, Brazilian Portuguese optimization, code gardening and updating for API changes v 0.0.9 2017-06-25 new approach for checking if crew hatch dialog is ready for hijack add support for Community Trait Icons (CTI required) show crew type icons next to names when alighting (CTI required) add crew type icons to stock crew hatch dialog perfectionistic layout tweaking v 0.0.8 2017-06-06 fix spurious results from FlightEVA.HatchIsObstructed handle more corner cases when things go kaboom optimization / code gardening localization updates for: Japanese, Russian v 0.0.7 2017-06-02 add support for Connected Living Space handle corner cases when things go kaboom while waiting for player input manual boarding copes with unexpected changes to vessel while awaiting part selection alighting not possible if the vessel breaks apart while dialog box is open, causing the airlock part and the part containing the crew member to be separated alighting not possible with kerbal who died or passed out localization updates for: Chinese, Spanish v 0.0.6 2017-05-26 localization support added recompiled for KSP 1.3 v 0.0.5 2017-05-22 now checks for EVA prohibitions due to Astronaut Complex level / Tourist type fix alighting features not being available when the active vessel lacks control stock "command hint" messages (e.g. "[В] Board") no longer show when in manual boarding mode pre-emptive changes to keyboard input handling for 1.3 compatibility fix my shameful missing break statement v 0.0.4 2017-05-17 new feature: kerbals from any part can exit to EVA using any airlock green highlighting of parts on mouseover should now be properly disabled when manual boarding is used, and restored properly afterwards v 0.0.3 2017-05-12 much better solution for keeping our command hints displayed switch from Input.GetKey to Input.GetKeyUp to prevent spam-calling boarding functions when key is held down prevent stock boarding from being registered alongside auto boarding, which causes "spurious" stock "Cannot board a full module" message appearing alongside our auto boarding "Cannot board a full vessel" v 0.0.2 2017-05-07 respect EVA boarding keybinding from game settings functionality will now be disabled when in map view turn off stock CrewHatchController UI properly when in manual boarding mode fix my stupid NRE caused by Mouse.HoveredPart being null upon mouseout in manual boarding mode v 0.0.1 2017-05-06 initial dev release compiled for KSP 1.2.2
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Requesting unlock
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This MM config should give MechJeb to all command pods with all features enabled at start. @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final { MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = start } MechJebModuleSmartASS { unlockTechs = start } MechJebModuleManeuverPlanner { unlockTechs = start } MechJebModuleNodeEditor { unlockTechs = start } MechJebModuleTranslatron { unlockTechs = start } MechJebModuleWarpHelper { unlockTechs = start } MechJebModuleAttitudeAdjustment { unlockTechs = start } MechJebModuleThrustWindow { unlockTechs = start } MechJebModuleRCSBalancerWindow { unlockTechs = start } MechJebModuleRoverWindow { unlockTechs = start } MechJebModuleAscentGuidance { unlockTechs = start } MechJebModuleLandingGuidance { unlockTechs = start } MechJebModuleSpaceplaneGuidance { unlockTechs = start } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = start } MechJebModuleRendezvousGuidance { unlockTechs = start } } } }
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[1.9.x] NEBULA EVA Handrails Continued
cakepie replied to linuxgurugamer's topic in KSP1 Mod Releases
Rather than making two versions (hi-poly and lo-poly), I'd suggest: - basic *.mu contains only bare handrails - second *.mu contains only embellishments Then combine using MODEL{} nodes (instead of "mesh=") in the standard cfg file. For low poly, use MM to remove the second MODEL node. -
Data is already saved independently of which craft did the scanning. If you are referring to the need to keep a narrow-band scanner in orbit in order for certain readouts/overlays to work -- you really only need one satellite per body for that, so not sure how that causes "clutter"/"screenful of birds"... but if you must you can change the settings by disabling the "requires narrow band scanner" option (wiki: https://github.com/S-C-A-N/SCANsat/wiki/SCANsat-Resource-Settings#top-requires-narrow-band-scanner).
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[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
cakepie replied to AndyMt's topic in KSP1 Mod Releases
Getting back into the saddle after a very long time away from KSP and just picked this mod up. Very impressed with what it can do after trying it out with just one craft. I'm huge on Kessler prevention, so I like to design my craft to discard booster stages while suborbital, leaving the payload to make the last push into orbit by itself. On the fourth attempt, GT took the penultimate stage into orbit! I was ultimately able to offload 3.6lf/4.4ox, very pleased with the final result after resetting and redoing the optimization. Going to be tricky to hand-fly this thing now, though. Having rooted around in the plugin data folder, I'd like to make the following observations/suggestions: In launch DB files gt_launchdb_<craftname>_<body>.cfg, { APTimeStart, APTimeFinish, Sensitivity, Roll, PressureCutoff } params are present but GT doesn't actually record them -- always show as zero. Would be great if GT could properly log these params for human inspection even if not used for subsequent optimization. Target Inclination param is absent entirely, should also be included. Autostaging/fairing settings are also absent, but these are less important. In any case, these params are logged in the gt_vessel_<GUID>.cfg files that are created for each launch attempt, but the GUIDs are basically indistinguishable, so it'd be better if we could have the information consolidated all in one place. Speaking of those per-launch gt_vessel_<GUID>.cfg files, are they used subsequently at all? If not, a bit of housekeeping to reduce file clutter would be nice. Another minor annoyance is that the stats window fails to close using "x" button in top right corner -- the toggle in the main window stays checked, which opens it back up right away (at a quick glance, lines 157-167 of MainWindow.cs, I think). Compare to flight map window, which has the "normal" expected behavior. Is there any particular reason for this? Not a huge deal, just a bit weird to have to remember to use the toggle since the "x" doesn't work. In any case, thanks for your work continuing with this mod! Filed under "must-have". -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
cakepie replied to DYJ's topic in KSP1 Mod Releases
Fix for that is on page 92. -
v0.7 has been released! Updated for KSP 0.25.0. Adds a stock-alike texture, which is now the default. GAMEBREAKING WARNING! Folders and part names have been changed. Please recover any craft with old Airstairs parts before upgrading, and remove any prior version of Airstairs completely before installing. Bundles the pre-release version 7.0.5398.27328 of the Firespitter dll provided by Snjo here for KSP 0.25.0 compatibility. Changelog V 0.7 released 2014-11-01 GAMEBREAKING changes to folders and part names - in anticipation of future changes. Reduced 2.5m Airstair mass. Added stock-alike texture; this is now the default. Reduced texture filesizes slightly (removed alpha channel). Added placeholder empty IVA to avoid bugs related to IVA-less parts. Added Hawkspeed Sonora flag.
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The new crew transfer mechanism introduced in 0.25 causes issues with crew parts that lack IVA (such as the SPP Mk2 Crew Cabin) -- after a kerbal is transferred to an IVA-less part using crew transfer, the 'C' key to toggle IVA does not get disabled. Pressing 'C' causes KSP to try to jump into an inexistent IVA, which seems to be a camera centered within the part containing the kerbal, at which point the game glitches. At this point, the 'C' key no longer works, and it is not possible to toggle out of the glitched IVA. You are stuck unless you press ESC and revert to launch/editor. [Edit: reloading a quicksave should work too.] KSP Version: v0.25.0.642 Windows 32-bit OS: Windows 7 Mods / Add-Ons: All Stock Steps to Replicate: 1) In SPH, make a craft consisting of only SPP Mk2 Cockpit and Mk2 Crew Cabin 2) Go to SPH crew tab, place only one Kerbal in the Cockpit, and none in the Crew Cabin 3) Launch. 4) Use the new 0.25 crew transfer. Click on the crew hatch on the Cockpit, click "Transfer" button, click on Crew Cabin. The kerbal should have been moved. 5) Press 'C' key for toggling IVA view. Camera switches to inexistent IVA, glitches out, no longer able to toggle out of IVA. Stuck unless revert. Other Notes: 1) This problem is specific to the new crew transfer mechanism. There is no issue if you take the kerbal EVA and then enter the Crew Cabin manually -- the 'C' key is correctly disabled since there is no IVA available. 2) If there are other kerbals in the craft sitting in parts that do have IVA (e.g. same as above steps but start with TWO kerbals in cockpit), then the problem seems to only occur if you transferred the "first" kerbal in the craft (i.e. the one that the 'C' key takes you to by default) and then press 'C' fairly soon (< 1~2 seconds) after making the transfer. If you wait several seconds after the transfer before pressing 'C', it will take you to the kerbal that does have a valid IVA, so it seems that after a while, KSP does figure out that the moved kerbal no longer has a valid IVA, and binds the 'C' key IVA toggle to the other kerbal instead. Also, if you did switch to the IVA-less kerbal, it is possible to recover out from the glitched inexistent IVA -- waiting several seconds for KSP to sort itself out before pressing 'C' again will switch to the other kerbal that does have an IVA view, and from there it is possible to toggle in and out of IVA view as intended. Fixes/Workarounds: - (guaranteed safe) Avoid using crew transfer into IVA-less parts, or - (uncertain) Make sure there are other crew sitting in valid IVA seats.
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NASA’s Balance Mass Challenge
cakepie replied to TythosEternal's topic in Science & Spaceflight
The mass certainly does need to be within the specified parameters, but I'm fairly sure there's a good bit of room to play with when it comes to volume, so I don't think it needs to be as dense. The NASA video references gliders and mini rovers; those are quite a bit bigger than ballast blocks. -
Good point; with Science Alert you don't need to care about where the parts are located on the vessel or which ones have been used or not, and it's also very good at telling you how much science there is to be gained with each experiment.
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Wanderfound wondered if someone could come up with "some little green Oskar statues as badges for the winners" for the ongoing SSTO/Spaceplane/Airplane Design Contest II: Akademy Awards. I saw some nice pun potential in that and posted a silly screenshot. One thing led to another, and well, here we are: ~ ~ ~ Credits For the Oscar B fuel tank, I simply recolored the existing stock texture. Uh... thanks, Squad, I guess? To recolor the EVA kerbal (Jebediah, of course), I used TextureReplacer. Thanks to shaw, rbray89 and Proot for the mod. For the EVA texture, credit must go out to jfull for J's Specialized Kerbal Suit Pack, which in turn is based on textures originally made by Proot. All I did was take one of the designs and recolor it, and configure TextureReplacer to set up the suit as I wanted it. Thanks for releasing the texture pack on permissive terms! ~ ~ ~ Download License/Legal This download is provided as-is; I provide no guarantee that it is fit for any purpose, nor any warranty of any kind. Use at your own risk. I will not be held liable or responsible for any breakage to your game, saves, computer, or whatever. It is assumed that you understand what you are doing. No technical support of any kind will be provided for this download. You may do whatever you like with the file and textures included in the download, as long as you give credit to me and all the amazing people mentioned above who made this possible. A link back to this thread would be appreciated. Requirements This was made in KSP 0.24.2 with TextureReplacer 1.7.1 installed. No guarantees are given that it will work with any other versions. Contents: save game folder "OSKAR" which when loaded will take you right to Jebediah on the launch pad. replacement texture "model000.png" for changing the color of the Oscar B tank. You will need to temporarily remove the original "model000.mbm" file; I suggest you simply rename it to "model000.mbm.orginal" "Gold" suit for TextureReplacer, and accompanying "@Default.cfg" TextureReplacer configuration. If you are already using TextureReplacer, make sure you back up your settings first. You will need to download TextureReplacer separately. Now that you've presumably read all of that, the download is here. Have fun.
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Well, that's one way to do it. Thanks for looking into it.
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I'm trying to organize some of my archived private messages into custom folders. In the Inbox as well as custom folders, it is possible to select some messages by checking the box next to them, and then use the "Selected Messages (n)" dropdown to move them into other folders. However, the option for "Move to folder..." is not present for the Sent Items folder?
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Getting the model of the punny little can is easy. Getting a suitably good model of a kerbal... well, I don't have a good solution for that I'm afraid. [edit] Actually, maybe a retexturing of the can + custom spacesuit texture using texture replacer might do the trick in-game... [edit 2] I went and did it. More here.
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Mustard engine option!
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As far as I can tell, the ubiquitous call to vessel.SpawnCrew() by crew transfer mods, delayed by one update tick, is what has been found to be the consistent solution for refreshing IVA portraits after moving kerbals around. There's about two pages of discussion about it here: http://forum.kerbalspaceprogram.com/threads/62270?p=980907#post980907 As for the IsControllable flag, you are correct to suggest that the flag isn't updated live, but rather gets updated whenever some ksp internal routine runs the check ... which we would naturally assume happens in OnUpdate() or OnFixedUpdate()... except maybe not quite every cycle. However, I'm fairly sure it does not depend on the call to vessel.SpawnCrew(). Here's what I did: I reset a counter to zero when a kerbal gets moved, and have OnUpdate() increment the counter each update tick. Then, if (!this.vessel.IsControllable) Debug.Log("counter="+counter); Consistently starts printing from "counter=2", regardless of whether I had made the delayed call to vessel.SpawnCrew() or not. I can't be sure if 2 update ticks for controllability check to update holds in general, or is specific to my system (see also: Papa_Joe tries 5 and 10+ frames of delay with different results). If the former, then there is probably something that happens in ksp code in the first tick, which then triggers the check/update to happen on the second tick. A bit odd, but at least it would be consistent in terms of the OnUpdate() cycle, and can be sort of reliably used. If the latter, then there is some asynchronous process going on outside of the unity lifecycle that is dependent on processing speed and such. All bets would be off. Incidentally, IsCommandable remains true throughout, so that flag likely refers to the presence of at least one part with ModuleCommand in the vessel (i.e. debris is not commandable), whereas IsControllable looks at whether crew requirements are met / EC available for probes (and I guess RT2 might be using this for lack of comms link). In case anyone else wondered what the difference was. (I certainly did.)
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Minmus Rotational/Equatorial Plane
cakepie replied to Speijker's topic in KSP1 Gameplay Questions and Tutorials
I can imagine how this might turn out: "As Jool transits the third house, there will be increased opportunities to advance SCIENCE. In this cycle, your missions are more likely to encounter new combinations of activity, situation, and biome for EXPERIMENTS. You are able to accrue more SCIENCE POINTS, and it is a propitious time to unlock new TECHNOLOGY. Your SCIENTISTS will be more productive. Additionally, opportunities to explore deep and far may present themselves in the form of TRANSFER WINDOWS to distant destinations, or more powerful or efficient PROPULSION SYSTEMS may become available to you. In career mode, returns on CONTRACTS may be especially lucrative." -
I think what Wingblaze was getting at is if you want to have multiple sets of science to run in different biomes, rather than just "run all the science I've got on this vessel". You only have so many action groups without going to an action group mod, so I think the use case is certainly there.