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codepoet

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Everything posted by codepoet

  1. Does it work with 0.24? If not then what is the problem?
  2. During development CLS logged various events so I could get an understanding of what happened when. It might just be that some of those logs have not been disabled.
  3. I am not so sure that it would. The unique aspect of a social mod is that the idea that the attributes of one kerbal influance the attributes of the kerbals that they are bunking with. However a kerbal's risk of radiation is influenced more by the ship design / access to specialised parts (ie radiation shelters). I like the idea though.
  4. Sorry guys. I have gone quiet as I have just moved house, and I am preparing to be licensed into a new post next week. I will be down to coding on my one day off a week, and even then after I have done the gardening! So I am afraid nothing much will happen in a hurry. However it has occurred to me that my the way forwards might be: 1) First to create a really simple sanity mod that uses the stupidity / courage of other kerbals in the same craft / living space to influence the "sanity" of each kerbal. So a courageous kerbal can help keep his team mates sane, and stupid kerbals are more susceptible to loosing their sanity. This may well not be the mod everyone wants, but it allows me to test all the main technical concepts first without it being complicated. 2) Produce a much more complex system where kerbals have multiple attributes and the relationships between each kerbals also have more than one aspect. Technically this will be no more challenging, it is just a matter of balancing the game play correctly. Thoughts anyone?
  5. Does the news that 0.24 will include a "toolbar" that is "mod friendly" mean that this project will soon fall from use? blizzy, do you know anymore than the rest of us about this new feature?
  6. Wow, that is cool. So do you mean that the next version of MKS will include configuration for CLS on the MKS parts? When are you planning to release?
  7. Thanks for doing this. Now that you have reached this stage I am going to start work on my "kerbal social" mod which at the moment is all a bit woolie in my head and needs some firm requirements and goals, but giving kerbals extra attributes will be a big part of it. I would be interested to hear about any other modders that are thinking about using this now that it is progressing. I think Ippo has done an excellent job of listening to feedback from potential users and meeting the needs that were identified. I will post again once I have made some progress, but it might be slow as my real life is about to get really busy.
  8. There still seems to be a problem with the highlighting of parts when using both SM and CLS. I think I have observed the following: 1) If you use SM then parts highlight as they should and when you close SM the loose their highlighting and the stock "mouse over" behaviour is present. 2) If you have just CLS installed then parts highlight as they should and when you close SM the loose their highlighting and the stock "mouse over" behaviour is present. 3) If you have both installed you can recreate the problem by: a) open the CLS GUI and hightlight a space. close the CLS GUI (highlighting is turned off) c) open SM GUI and highlight some parts d) close SM GUI e) mouse over a part and when the mouse leaves the part it gets highlighted with its CLS colours. I expect this is a problem with CLS, but it seems to be triggered by some sort of SM interaction. Any thoughts?
  9. Is there any update on this mod? Is it still being worked on? Is there anyway to see the statistics?
  10. It would be possible for someone to write a mod that controlled the movement / flow of resources around a craft and took CLS into account, but it would beyond the scope of CLS itself.
  11. I have used Magic Smoke Industries robotics parts to create boggies for rovers - lots of fun. I have a massive one with 32 wheels at one point, it gave a real smooth ride.
  12. Can't you just implement OnSave and OnLoad in your scenario class and receive / pass some ConfigNodes and leave all the serialization to KSP. It does not sound too risky. The worse case scenario is you get an exception in your own code and bomb out.
  13. I am not sure exactly what you mean by "separate config file", however I am tempted to disagree with you. I think it is better to have all the information about the state of a saved game in the single save file. I know for example that I get frustrated when I use quickload and find that all my kerbals alarm clock alarms are the once from before the quick load, so presumably KAC save that info separately to the save file. I think it would be better if it was in the save file.
  14. A couple of questions: 1) Did 0.4 make the PA550 a little shorter? All my craft using that part now don't quite join up! 2) Do you plan to ship a config for CLS with the habitat pack? This would be my preference as then you can keep it up to date with any changes that you make.
  15. You are on! I am moving house and starting a new job soon, so ought to have little time for a new modding etc but this has tempted me to consider coding again! I have been gathering ideas etc on this thread. However I am also interested to find out what roverdude is up to as it sounds like he also has a project in the same area underway.
  16. I am super excited now that this mod has been released to be used an as API which will provide another essential component of a sanity / social mod. I am really tempted to start work on this now. Is anyone else aware of a anyone that has already started work on something similar? I know lots of different ideas for this have been suggested. I will likely start sketching out my plans for this now. I can'y do everything that has been suggested, but an keen to incorporate lots of the ideas that have been suggested. For me, the focus will be on the aspect of building an effective and efficient team that works well together and does not fall out over time, and so creates a little game within the game - that of managing your crew. The one missing component now I think is what the actual rewards / consequences of having a good or bad team can be within the game. I would welcome some ideas for this.
  17. Now I am back on my computer (rather than phone) I just wanted to say thanks for writing your crew files mod - it looks exactly like what I need, and will kick start a social/sanity mod that I have been wanting to start for a while. Together with Connected Living Space, I should have all the thinks I need (with the exception of working out what the in game consequences of having a good / bad team or having good/bad mental health.) I am yet to get stuck into what you have produced, but I have a few thoughts: 1) how is your API defined? Is it likely to change in the future? Do you intend other mods that use it to access it using reflection (like toolbar), or a separate interfaces dll (like CLS) or just import your dll. 2) How do you intend to version your mod? This links to the issues of 1) above, but if we import your dll, and you up your version number, then we can get into dependency issues, but then on the other hand if your dll has changed perhaps a rebuild is necessary. Reflection can be used to interogate the version of the dll before using it, or having well defined versioned interfaces can also allow the implementation to be updated while keeping the api consistent. 3) How do you intend mods that use your api should distribute your mod? By including the dependent version of your mod, or by telling users to download it from somewhere? 4) Do you have a suggested snippet of code that we can use that checks your mod is installed an available and then accesses it? 5) Do you intend to create a config definition that other mods can make use of. So for example if it was well know and defined that every kerbal has a strength value, and a snappy-dressing value, then multiple mods could be written that both make use of those attributes. There is of course potential for different mods to interact badly in this way so it is no more a good idea that a bad one. What do you think? 6) Do you intend to create a common screen for displaying a kerbal's attributes? This could be useful, especially if more than one mod is trying to display the same data, and so essentially do the same thing.
  18. If this is what I think it is then it is exactlyvwhat I need to kick start my kerbal social / teamwork / achievements / rank ideas. I thank you. (such a shame I was going to give up kidding - oh well, the new job and house move will just have to wait)
  19. My real life is about to undergo a big change as I move house and start a new job, and realistically I do not think that I am going to have any time for KSP or modding, which is a great shame as I have enjoyed doing so greatly. So I think it is fair to give notice that I will stepping back from CLS (and my other mods which are not well used anyway) There are loads of ideas that remain unimplemented, but that is just the way of software! As for CLS, it does what I intended it to do, so from that point of view it "works". I have a few bug fixes pending so I will be releasing those, but if anyone wants to take on the role of maintaining it, do get in touch. I think the future of CLS is in the potential of other mods that choose to make use of it, and I think its value is in providing a common outlook on the internal connectedness of parts. If there is anything you are unhappy about with CLS all you have to do is fork it in github and make it better
  20. Some of the configs that ship with CLS are provided by users, and not necessarily checked by me as I do not have the appropriate part packs. If there is a known part pack (a bug, but just a difference of opinion about whether batteries should be passable etc) I would be grateful for someone providing me with a fix. An even better solution would be the maintainer of that part pack was to provide their own config for CLS.
  21. Thanks for this. Could you please confirm which version you are using, and give me some detailed instructions for reproducing it (just for clarity). I am aware of the bit of code that error comes from, but I thought I had it all tidied up now.
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