Chaosratt
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Everything posted by Chaosratt
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So I have an interesting issue. Moved a station to the Mun with about 5k of rocket parts to finish constructing itself. Upon building a few empty fuel cans and a small workerbee/tug I noticed that builds were not consuming rocketparts. I could not build anything needing more than the amount I had (~5k), but they were never removed. Upon building an empty metal can (to being recycling the delivery engines/vehicles) it was spawned full, even though I specifically put the slider to 0. I recall a popup the first time I loaded the save after I updated to 4.0, but do not recall what I selected. Here is my config, or at least what I think the EL config is: SCENARIO { name = ExSettings scene = 5, 6, 9, 8, 7 Settings { ForceResourceUse = True TimedBuilds = True ShipInfo { rect = 1285,38,300,409 visible = True } BuildWindow { rect = 0,0,0,0 visible = True link_lfo_sliders = True } } }
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@katton: Thank you for that LCD. While the backpack for it is much smaller than the ones available from adafruit (I have a couple) the LCD itself is still enormous, compared to that OLED. My goal was to have a small ~10-20Char display under each action group button with a short description of what it is. Pretty much a straight rip-off of the ALCOR IVA, except in meat-space. I'll look at the displays I have (they all seem to be clones/copies) and see if it'll work in the panel taking shape in my head. @zitronen: The action group buttons are not working how I expected them to. It's the same behavior as the SAS and RCS, which is fine there. Example: I have a light assigned to group 1. If I press #1 on my keyboard, that light turns on and stays on until I press #1 again. With a physical button, the light is only on so long as the button is pressed. Is this by design? I'd like to have buttons for AG1-10, so I just need to know if I need to get momentary buttons (this is bug), or toggle buttons (this is by design).
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So I'm sitting down and digging into this for the first time in weeks. I'm going to forgo the 8-seg displays because they're beyond my ability at the moment. In the meantime, what does this section do in the main tab? Only RCS and SAS are needed to for the sketch to compile, but they don't seem to be using pins as either inputs or outputs. My guess is this is this is something to do with the packet? Also, I ran into the same problem Mulbin did with his inputs, that is the HIGH/LOW state was backwards for how I logically expected things to work. Putting a button on an input resulted in the input being ON by default, and off when the button was pushed.
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Thats what I figured, thing is the text does not need to be updated very often. Don't know if you can devise a specific packet for it that only gets sent once in a while? Still limited to 255 chars then? As for price, I'd love to find cheapers ones. At $20 a pop I might grab only one or two, but I wouldn't mind grabbing 10 if they could be had for $10 or less. I'm not partial to the OLED, I just liked the compact size of them. If someone knows of similarly sized ~20 char displays with SPI or I2C interface than I'm all ears.
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SSTOs! Post your pictures here~
Chaosratt replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Do you mind sharing the craft file for this? It looks awesome. -
HotRockets! Particle FX Replacement + Tutorial
Chaosratt replied to Nazari1382's topic in KSP1 Mod Development
Is there a simple guide to replaceing the FX on mod engines? -
[0.23.5]General Propulsionâ„¢ SOLD
Chaosratt replied to Galacticruler's topic in KSP1 Mod Releases
Download link is dead for GP. -
Might I humbly request a craft file for this .. craft? This looks exactly like what I envisioned a while back, however regrettably my construction abilities lag rather far behind what my imagination can come up with. As for launching, I have an orbital shipyard just for such situations. How are you liking that fusion engine? I tinkered with it a while back, but my ADD kicked in and I've lost the files for it. I always liked how it looked. What mod are those engines, fuel tanks, and panels. The engines look like an argon and/or xenon ion-engine, and frankly the FX is realy neat. Sorry for the 8,000 questions, I really love what everyone has done in this thread.
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[1.1.3] Large Structural Components [24th August 2016]
Chaosratt replied to udk_lethal_d0se's topic in KSP1 Mod Releases
I can't believe I overlooked that until now. Fixed my original link. -
Zitronen, it looks your using max7219's for the digit displays. Do mind sharing the functions you use to send the data to those displays? I've ended up with massive long convoluted loop just to send 8 digit numbers to the display. I'm sure there's a stupid simple way to do this, but I'm not a programmer so it eludes me.
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I think a config file would be great to customizing down the line (if at all possible). I notice right now that the plugin iterates through every COM port. I have two, an unused hardware port, and the Arduino. I can see where someone might have another COM port actually in use, and this handshaking each port to see if an arduino is attached might cause problems. A config file where by default it's set to search each COM port, but leaves the option to hard-code a specific port for those who need it. Also, looking at your first post I don't see that AGL is an available output. One of the reasons I embarked on this was specifically to get AGL on a display to aid in landing attempts without lithobraking.
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Didn't work the first time for me, got an access denied error. Turns out, you can't have the arduino IDE's serial debugger open at the same time! Worked like a charm the 2nd time around. My LEDs and resistors are mis-matched (safely!), but you can see the first one lit here, and the rx LED as well: Now I just need to figure out the LedControl library, and figure out a simple sketch to send the data to my two SPI displays.
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[WIP] KSP Display (Physical Display) *Update 9-23-13*
Chaosratt replied to ChaseHQ's topic in KSP1 Mod Development
That ... is beautiful. I just got my new arduino last night, I will be tinkering with this! -
[WIP] KSP Display (Physical Display) *Update 9-23-13*
Chaosratt replied to ChaseHQ's topic in KSP1 Mod Development
I still have interest in replicating this. I found some cheap 8 digit 7-seg SPI displays and have been tinkering with sending them data from an arduino. My problem is getting the data out of KSP and into the arduino. -
Trying to figure out how the recycle bins work. I've got one on the side of my station to recycle the OMVs for my fuel & rocket parts lifters, but they do not do anything. See pic.
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[WIP] THSS - Tri-Hexagonal Structural Strut
Chaosratt replied to Semni's topic in KSP1 Mod Development
Works just fine for me in .23, just not in career mode. -
[WIP] KSP Display (Physical Display) *Update 9-23-13*
Chaosratt replied to ChaseHQ's topic in KSP1 Mod Development
@Glockshna My experience at this level is mostly hardware, and amateurish at best. I'm looking into making something like this myself and my current plans would permit the displays to be re-purposed. Using a MAX7219 based display puts each display in the $10-$20 range, and allows almost limitless expansion, as each display can be daisy chained off the previous. My sticking point is the software (getting the data out of KSP and into the displays). In theory using the MAX7219 allows each display to be addressed unique to its location (Display 1, Display 2, etc in sequence), meaning each can be re-used however you want. The problem I foresee is how do you indicate what each display represents if you start changing them? -
[WIP] KSP Display (Physical Display) *Update 9-23-13*
Chaosratt replied to ChaseHQ's topic in KSP1 Mod Development
I managed to get a hold of some of the ebay ones, an while the displays look good there are 2 downsides I see: 1. They dont actually include the chip. Must have misread the listing on that one. 2. There's no mounting holes or any other means of easily mounting them to something. -
LLL - Lack Luster Labs - Development Thread
Chaosratt replied to Lack's topic in KSP1 Mod Development
@Vrana Those are awesome. Did you lift them all from Kerbin? Can you share the craft files? -
And there-in-lies the problem. You can shut the tanks off, but not the collectors. As soon as you reach orbit the whole thing has a real nasty habit of getting all explody. I solved it by placing the smallest genset radially on my OMV, which will de-orbit after joining the collector/tank module to the station (the station already has some 2.5m fission reactors and generators).