-
Posts
149 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Coffeeman
-
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
Coffeeman replied to Ippo's topic in KSP1 Mod Releases
Hey @Ippo! I apologize for disappearing there, had to deal with some school stuff. Now that its sorted out, I'd happily take DangIt! up for adoption. Sad to see you go , but I will happily maintain it! Additionally, my extended failures version will be ready this weekend (for real!) -
Game wont load my C# assembly, says cannot find dependency
Coffeeman replied to Coffeeman's topic in KSP1 Mod Development
Thanks! And I solved the ModuleEngineReliability problem. -
Game wont load my C# assembly, says cannot find dependency
Coffeeman replied to Coffeeman's topic in KSP1 Mod Development
@Ippo: Have you seen this error before? ? It happens when I lift off, and seems to break DangIt The weird part is the ModuleEngineReliability, because I am testing on a craft WITHOUT any LF engines. Aditionally, it only happens when I lift off EDIT: Resolved. Was inheriting from ModuleEngineReliability, not FailureModule -
I've been trying to mod DangIt, extending the ModuleFailure PartModule. It compiles fine, but when I try to load it in KSP, I get a FileNotFoundException. I am pretty sure it means that my assembly is referencing DangIt but it cant find DangIt. How do I fix this? Is it a load priority problem? How can I delay my mod loading until after DangIt? Is that even the problem? What's the deal? AAAAAAAAAAA! Code: http://pastebin.com/Nu9zf5Ew DangIt source: https://github.com/Ippo343/DangIt Error log: http://pastebin.com/WcV5QC1U My assembly is named Abaddon.dll (I put it in the DangIt folder, but it doesn't work in it's own directory.) I have experience with C#, but have never really understood dll and dependency jive EDIT: Have found temporary soloution by renaming the folder to zzz_Abaddon so it loads after DangIt and CrewFiles. Does anyone have a better solution?
-
[1.*] ShowAllFuels: See all fuels required by engines
Coffeeman replied to Coffeeman's topic in KSP1 Mod Releases
This is a good guess! However, I have used MM to dump the configs and it reads that the DrawGauge has been added to both ModuleEngines. The issue appears to be some kinda drawing weirdness when it switches modes. -
ShowAllFuels Coffeeman Super simple mod for people like me that want to see everything going on. Most useful for Spaceplanes (tired of flaming out at full LF, just to see your out of Oxidizer) Also good for stuff like RealFuels, or engines with lots of resources No pix no clicks: Prefferable install: ckan.exe install ShowAllFuels KerbalStuff link: here Source: https://github.com/602p/AllGauges If anyone knows why RAPIERS do weird things or how to fix it (probably with some C# jive) I would love to hear it. FULLY FUNCTIONAL FOR EVERYTHING ELSE! : ShowAllFuels
-
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
Coffeeman replied to Ippo's topic in KSP1 Mod Releases
I've been thinking about adding some more... critical failures to DangIt!, what would people think? Heres what I've got so far... --Engines ISP/Thrust drop off very quickly --Solar panels efficiency drops off --Lander legs get stuck --RCS thrusters keep thrusting --Decouplers get stuck and have to be repaired/fired manually --Docking ports magnetic force fails --Small parts (e.g. life support tanks, RCS ports) catastrophically fail (with EXPLOSIONS) --Parts like docking ports lose crossfeed --Fuel lines break, leaking fuel until fixed And for TAC integration... --Scrubbers/recyclers failing/losing efficiency Hopefully I can make it standalone (but depend on DangIt!) using your GREAT ModuleReliability API What do you guys think? What would you like? I will probably get down to it this weekend, so I need suggestions. EDIT: YIKES! Just noticed "Deadly failures, like exploding parts (as an optional download);" in the future features list. Not trying to step on any toes here. I would love to help out (happily in parallel) though, awaiting your go/no-go Ippo. EDIT2: I have gotten confirmation from Ippo that this is chill, and am proceeding. I will probably post it in it's own thread this weekend! -
Release 7 seems to cause overheating and exploding for large procedural SRBs. Ticket filed at https://github.com/KSP-RO/RealismOverhaul/issues/50 . Would be great if we could get a fix! Thanks
-
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
Coffeeman replied to HoneyFox's topic in KSP1 Mod Releases
Thanks so much @NathanKell , @SRFirefox ! I was using a pressure-fed engine with an unpressurized tank , thanks for helping me sort that out! -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
Coffeeman replied to HoneyFox's topic in KSP1 Mod Releases
Playing with realism overhaul. Did i miss a manual somewhere? I CANT get my upperstages to ignite!! How can I make it easier/remove the ullage simulation? (prefferably just figure it out) Thanks! -
Thanks for getting back to me @Arrowstar ! Here ya go: What do all these do? RTS Process Frequency looks like the plot redraw speed TM Transmission Rate looks like the number of data frames coming from the KSPTOT plugin per second. What is the point of turning this up above 1 if you can't turn up the refresh rate? Is there some averaging going on? And I have NO idea what RTS Process Exec Mode does. Any insight? I would love to see some (wow what a surprise) improvements to the realtime system. Here are some suggestions: Turn up the refresh rate (wow what a surprise,) maybe with a warning if you turn it above 1Hz. Add option to plot the target orbit on the Orb Ops panel. Add option to plot maneuver node on orbit on the Orb Ops panel. Add option to show a graphical rotation vector on the S/C dynamics panel. Add option to show maneuver node vector on the S/C dynamics panel. Highlight table entries on the Thermal panel that are critical in red/yellow. Show overall spacecraft temp on Thermal panel. Show total engine and RCS thrust on Propulsion panel. Show total resource draw on Propulsion panel. Replace total [RESOURCE] X/Y display on Propulsion panel with a bar graph. Maybe be able to show only the resources on current stage on Propulsion panel. Fix the weird breakup of the orbit path when rendered in front of the orbiting body in the Orb Ops panel. Add a "Heartbeat" utility to MCC. This would show the stats of the connection in a more user-friendly form than the TM monitor. Maybe show UT, flash something on update and render, and show a graph of average time between updates/renders. Thanks for this great piece of software!
- 4,948 replies
-
- ksptot
- mission planning
- (and 3 more)
-
Hey-ho! I love this piece of software and am going to use it in a mission-control type setup. My question is: Can I turn up the refresh rate on the KSPTOT MCC Realtime monitors above 1Hz? Pulling data from ksp isn't an issue (can set transmission rate to 100 no problem) but the UI doesn't get rendered often enough. How can I turn up the refresh rate to 5 or 6Hz? Additionally, what are the so-called "RTS Process Exec Mode" setting? Please Help!
- 4,948 replies
-
- ksptot
- mission planning
- (and 3 more)
-
This is kinda a funky question, but I would like to turn down the quality of all the parts and effects in the game. My copy of the game runs pretty slowly, even though my hardwares new-ish. My question is: Can I turn down the model/texture quality (to the level of mat colors even) and disable/turn down the effects (shadows, trails, etc.) of the game. Thanks!
-
Hey! I'm trying to write an autopilot, and I am having some trouble understanding how to get/set Yaw, Pitch and Roll. Want to get 3 numbers representing the current values, but there are only pitch, roll, and heading, all of which seem funky when trying to pull the data. It seems like they are Euler Angles, but I want to know how n.heading, n.roll, and n.yaw are actually processed (checked the code but looks like some kinda lambda-y gobbledygook.) Basically, I want to get the x,y, and z rotation, not the euler angles representing them. Any insight?
-
Presenting... PyKSP A Linear, Pythonic KSP API For Telemachus Get yours today: https://github.com/602p/pyksp Interact with KSP (thru telemachus) using code as simple as import pyksp,time vessel=pyksp.WrappedVessel() vessel.subscribe("vessel_altitude") vessel.start() vessel.sas() time.sleep(2) vessel.stage() while 1: print vessel.vessel_altitude A quick runthru: Import pyksp: import pyksp Create and start a Vessel object: v=pyksp.WrappedVessel() v.subscribe("vessel_altitude") v.start() Do whatever LINEAR code jazz you want: vessel.sas() time.sleep(2) vessel.stage() Receive data WITHOUT even needing to call update: while 1: print vessel.vessel_altitude There are two classes, ActiveVessel, and its subtype WrappedVessel. And they bolth talk to python thru Telemachus (IP and Port configurable!) ActiveVessel allows you to subscribe_string("vessel_vertical_speed"),do run_command("action_group_3"), and get("resource_lf_max") WrappedVessel allows you to do vessel.string, and automatically subscribe to it in the background, and additionally do vessel.sas() or vessel.stage() For both, you can subscribe to any number of strings, representing datapoints. For example, target_periapsis would track the selected vessels periapsis, or resource_xg_current would track the current XenonGas level. For ActiveVessel, you need to first subscribe to a datapoint with vessel.subscribe("resource_xg_current")and then get the current value with vessel.get("rescource_xg_current") WrappedVessel simplifies this, by allowing you to access datapoints by doing vessel.value (ex vessel.docking_delta_y_angle) and it will automatically subscribe if you are not already. For both you can run commands with vessel.run_command("brake") or vessel.run_command("abort"). Once again, WrappedVessel simplifies this by allowing you to do vessel.ag1() or vessel.stage(). Here is a list of all datapoint names, but their behavior is dictated by telemachus Datapoints and Commands (for ActiveVessel.run_command()) Im sorry if this post is a mess (it kinda is ) and Id happily explain it to y'all or have a look at your code!
- 1 reply
-
- 1
-
-
[0.23.5] Go At Throttle Up [May-11-2014]
Coffeeman replied to TacoScott's topic in KSP1 Mod Releases
This is INCREDIBLE! This is exactly what I was looking for (creating a full-immersion ksp sim capsule.) Could you perhaps tell me how I can get a raw stream of data? I can also help with python (in theory after AP tests!)