codepoet
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So are you saying that CLS still "works" as in it still identifies which parts are connected to each other according to its own scheme? Since CLS itself does not actually move kerbals around - you need ship manifest or Kerbel Crew Transfer to do that, I am not sure that it is appropriate for CLS to do anything to influence the stock behavior - it would be more within the remit of SM/KCT. What do others think?
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I have mused on wetworks type mods before, and I think to support them I would need to provide a hook, so that a part can tell me that it has changed its capacity. I have the same problem with inflatable habs. If you are willing to work with me on this I would be happy to do it, but I first want to see how 0.25 affects things - I suspect CLS will soon be redundant.
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[0.24.2] KerbalHotSeat v1.0.3.0 (11th August 2014)
codepoet replied to codepoet's topic in KSP1 Mod Releases
I think KerbalCrewTransfer has a feature that allows you to move kerbals around inside a pod. -
Thanks for that. The log shows that the game is crashing (as in proper crashing) which I have never seen before with CLS and no-one else has reported anything like it! I suspect some sort of mod conflict. It would be really helpful if you could try to narrow down the number of other mods to see if we can reproduce it with a simpler install. I know it is really boring, but as things stand today you are the only person I know of who is has a system that can reproduce this issue, so I would be really grateful if you could try to get a clearer picture of where the conflict might be. Thanks
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Wow, that sounds really annoying. It is supposed to automatically close them if you undock with them open, and I believe that is what I saw it do in my testing and subsequent gameplay. Could you provide some more details on your hang: 1) what does the hang look like- bluescreen? game freeze? operating system freeze? 2) if there a log file available? 3) can you reproduce the problem with no mods other than CLS? 4) what versions of everything are you using?
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[1.0.5] PWB Fuel Balancer v0.1.2 (3rd November 2015)
codepoet replied to codepoet's topic in KSP1 Mod Releases
Thanks for the encouragement. I had hoped to give this mode a big makeover, with a GUI that you could use to move the target location around in flight, but I am afraid I have just got too bust. I am probably working around 14 hours a day, 6 days a week, and although I want to play and code on my day off, there is just the stuff of life that needs to be done too. I will try to do something about the points your raise, and rebuild against the latest release of KSP. I think this all works though on 0.24.2 so feel free to use it. -
[1.0.5] PWB Fuel Balancer v0.1.2 (3rd November 2015)
codepoet replied to codepoet's topic in KSP1 Mod Releases
I think it works good wit 0.24.2 - let me know if there is a problem. It can move any resource around to try to achieve balance. -
[1.0.5] PWB Fuel Balancer v0.1.2 (3rd November 2015)
codepoet replied to codepoet's topic in KSP1 Mod Releases
I think the action group option activates the single "balance fuel" process and not the continuous "Keep balanced" process. I will make this a bit clearer and add extra action group options in a future release. -
[1.0.5] PWB Fuel Balancer v0.1.2 (3rd November 2015)
codepoet replied to codepoet's topic in KSP1 Mod Releases
OK, so the difference between "keep balanced" and "balance fuel" is that "balance fuel" will move the CoM as close to the target as possible and then stop and put the mod into a deactivated state. "Keep balanced" however will continue to try to move the CoM around even after it is as close a possible, "Keep balanced" is intended to be used when you want to keep the CoM in a certain place while burning fuel. -
[1.0.5] PWB Fuel Balancer v0.1.2 (3rd November 2015)
codepoet replied to codepoet's topic in KSP1 Mod Releases
Depending on the design of your craft it might not be possible to move the CoG all the way to the location that you have set, in which case it will conclude "balance not possible" and give up trying to move the fuel around. I am not sure what you mean by "there are two buttons then I right click" can you post a screenshot? -
I am skeptical. Doing what CLS does is not obvious. Before we have CLS we had CrewManifest that just allowed kerbels to be placed into a different part, and that was seen as a big step forward. It was only once we started doing that that we released is was no realistic to transfer a kerbal up a girder. If 0.25 adds crewmanifest style transfers then there will be no reason to use KerbalCrewTransfer or ShipManifest, and hence no reason to use CLS, so I can see the CLS concept dying out.
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I have heard that moving around inside craft will be in 0.25, but I am not clear of if there will be the concept of some part being passable and others not (which is a crux of CLS). Do you have any more info about 0.25 than I do? I am a bit worried that 0.25 will make CLS not really work anymore without providing all its features
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kerbal achievements
codepoet replied to waylander1's topic in KSP1 Suggestions & Development Discussion
I would like to see this sort of thing, as it would be useful for my ideas with regard to KerbalSocial. It is for this reason that I encouraged Ippo in her development of CrewFiles -
You can use older release if you want to use the blizzy's toolbar. I moved to the stock one to remove a dependency and because I sensed that was the direction of travel. I did not want to have to deal with the complexity of supporting both. I am sorry that is not the way you want to use it, but it was the choice I made.
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[WIP] KerbalSocial - just an idea at this stage
codepoet replied to codepoet's topic in KSP1 Mod Development
I have started playing around with formulas to see how stupidity and courage might affect sanity. What is have done is to say that the insanity (ie lack of sanity) of the other kerbals multiplied by a kerbal's stupidity have a negative influence on sanity; the courage of the other kerbals has a positive influence on the sanity of a kerbal. Positive and negative influences move a kerbals sanity between its current value and "absolute sanity" or "absolute insanity" (ie 1 or 0) (this is to ensure that sanity values tend towards and do not exceed limits). This approach yields the following results for two different randomly selected starting values for sanity, stupidity and courage: This model does nothing to take into account general "loneliness" and so for a lone kerbal the algorithm would have a consistent sanity. It is an interesting spreadsheet to play around with - if you up the courage of one kerbal, all the others have a better outcome in terms of their sanity, and that in turn helps the more courageous kerbal too. What do you all think?