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Everything posted by Superfluous J
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Implement ALL of Hyperedit
Superfluous J replied to CAKE99's topic in KSP1 Suggestions & Development Discussion
Nothing's wrong with it per se, but HyperEdit does more. EDIT: Which is exactly the problem with calling the stock version absolutely horrible when in fact it's perfectly fine. -
No f13. help please to access new debug.
Superfluous J replied to bonyetty's topic in KSP1 Gameplay Questions and Tutorials
Wow I don't think I've seen a keyboard like that in 15 years. And I've not seen one so uncovered in grime in ... well ever, probably. You can read every single letter on the home row. -
What is the biggest mission failure you have ever had?
Superfluous J replied to JacobJHC's topic in KSP1 Discussion
Gotta be the Grand Tour I gave up on at Jool, after doing EVERY world except Vall, Tylo, and Laythe (and Jool of course). Technically I could send a(nother) refueller, but by the time I ran out of fuel at Tylo I just lost all will to continue. -
I didn't play at all, but I did work on a little modding project...
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Maybe the code I have would help (did I mention I'm dumb?). Here's the entire cs file. It's not that big and hopefully I'm just missing something simple. It complies fine, and I'm not seeing anything in the output_log.txt implying an error, but I don't know exactly where to look. If it matters, I'm trying to do this in 1.2 using KSP.UI.Screens; // Unsure if needed using System; using System.Collections; // Unsure if needed using System.Collections.Generic; using System.Linq; using System.Text; using UnityEngine; namespace DropAManeuverNode { public class DAMN_Basic : MonoBehaviour { ApplicationLauncherButton ToolbarButton; public void Start() { GameEvents.onGUIApplicationLauncherReady.Add(OnGUIApplicationLauncherReady); } public void DropAManeuverNode_5Min() { FlightGlobals.ActiveVessel.patchedConicSolver.AddManeuverNode(Planetarium.GetUniversalTime() + (5.0 * 60.0)); } private void OnGUIApplicationLauncherReady() { if (ToolbarButton == null) { ToolbarButton = ApplicationLauncher.Instance.AddModApplication(DropAManeuverNode_5Min, null, null, null, null, null, ApplicationLauncher.AppScenes.MAPVIEW, GameDatabase.Instance.GetTexture("DropAManeuverNode/Toolbar", false)); } } } }
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ISRU drills crossing biomes
Superfluous J replied to suicidejunkie's topic in KSP1 Technical Support (PC, modded installs)
...which can have interesting results as your ore tanks that you set way off to the side start filling up. -
Can someone explain to me - in simple term with examples - exactly how to get a button on the toolbar that I can click and "do something"? For a concrete example, I'm trying to code a very simple first-step version of a mod that, when you click a button in the toolbar in map mode, it drops a maneuver node 5 minutes into the future. I've got the "drop a maneuver node 5 minutes into the future" function written, but I'm running out of hair to pull out trying to even get a button to show up on the application launcher. Please assume I am a complete moron when answering my questions. Do not assume though that I don't know how to search. Don't point me at a web page with the API. It confuses me. Don't tell me to look at other people's source code. I have. I've even copied it and pasted it into my mod. I can't get it to work. I will accept that I'm too dumb to figure it out myself but I will not accept that I haven't tried hard enough.
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The v1.2 Hype Train Thread - Prerelease is Out
Superfluous J replied to Whirligig Girl's topic in KSP1 Discussion
It looks like they'll be in version 5.00N (tm) They won't work in 1.1.3. They're using a new system (upgrades) that isn't even in use in 1.2, but the framework is in place.- 1,592 replies
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[1.7.3] GPOSpeedFuelPump continued v1.8.19
Superfluous J replied to hab136's topic in KSP1 Mod Releases
It may have changed since the 15th, but fuel tank values seem to have a much larger range that -9 to +9. They tend to start at 10 and increase by 10s. I haven't gone past 60. The nice thing about that is all the tanks in a stack get the same number, and if you want to tweak them (to empty the top tanks last for example) you have from 0 to 19 (for the 10 stack) of wiggle room. Regarding using these numbers yourself, I too like the idea at first blush. I'm thinking, what I use GPO for the most (other than to automatically balance fuel at launch, which the stock game does now so I don't need that anymore) is ISRU and refueling runs. I like to give the miner the biggest numbers, the fuel tug intermediate numbers, and let the ships that need fuel have the lowest numbers. Then I just make sure that for any fuel pumping I want to do, the numbers within each ship match those rules. There is absolutely no reason I can't do this with the stock numbers -
WarpEverywhere This is a very simple mod that removes time warp restrictions and adds 2 more levels of time warp, 1,000,000x and 10,000,000x. A Kerbin year is almost 10 million seconds long (9203328), so this new maximum time warp will go forward about a year every second! DOWNLOAD: Spacedock GitHub SOURCE: https://github.com/5thHorseman/WarpEverywhere LICENSE: GNU GPLv3 ATTRIBUTION: This project uses code and ideas from WarpUnlocker and TimeControl. CHANGELOG: 1.0: (Current) Declared Done - NOTE still works in 1.6 No bugs for a year Recompile for 1.4.3. No code changes. 0.1: Initial build. 2 extra warp levels. Removal of altitude limits on all worlds. COMPATIBILITY: I expect WarpEverywhere to work with most all other mods, with the exception of course of mods that change warp rates. I suggest only using one of those at a time in general. In particular, WarpEverywhere should work just fine with any mods that add or change planets; This should remove the warp restrictions from all of them. Note: This doesn't work all that great with Kerbal Alarm Clock at the top 2 levels. At full warp (1 year per second) the game just warps too fast for KAC to slow it down fast enough for your alerts. If you manually slow down about a year before the window, though, everything works fine. If you find a mod that this conflicts with, let me know. I can't make promises, except that I'll look into it. TO DO: Nothing! WON'T DO: Add a config so you can set your own warp rates. I think it's better to have this mod as a stalwart, simple addition to the game and if you want more control, use one of the other warp configuring mods instead. Modify physics warp. It's just too squirrely even at 4x to justify the work. The 2 extra time warp levels don't have their own triangles in the UI. I'm not a UI guy so I have no idea how to make that happen. I control time warp with my keyboard so I don't even really pay that much attention to that part of the UI anyway. So, I won't be "fixing" this. DONATIONS I do not need donations, but if you want to contribute, please donate to SpaceDock:
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In case anybody else ever stumbles on this, I found out the problem. That above code was fine, the problem was I did not resize each world's timeWarpAltitudeLimits array. The ">" keypress won't go further than that array's size. Here's the code that worked with the above code: foreach (CelestialBody iCelestialBody in FlightGlobals.Bodies) { Array.Resize(ref iCelestialBody.timeWarpAltitudeLimits, timeWarp.warpRates.Length); /* for (int i = 0; i < iCelestialBody.timeWarpAltitudeLimits.Length; i++) { iCelestialBody.timeWarpAltitudeLimits[i] = 0; } */ } The part I commented out, if you remove the commenting, will unlock time warp no matter how close you are to a world's surface or atmosphere. Expect to see the whole shebang soon in a little mod for 1.2.
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The v1.2 Hype Train Thread - Prerelease is Out
Superfluous J replied to Whirligig Girl's topic in KSP1 Discussion
Aha! Very leet, there. Regarding hype, I just noticed in 1509 that if you revert after completing a contract, the erroneous "you completed the contract" messages now revert with you. Not a game breaker for sure, but that always annoyed me and I'm glad it's gone- 1,592 replies
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The v1.2 Hype Train Thread - Prerelease is Out
Superfluous J replied to Whirligig Girl's topic in KSP1 Discussion
I don't see what you did. You're not referring to being at the "top" of "Who's Online" I hope. I just checked it and I'm at the top, implying it always lists the person viewing the page first.- 1,592 replies
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Do we really need game modes?
Superfluous J replied to Vanamonde's topic in KSP1 Suggestions & Development Discussion
*winces, slowly raising a wavering hand* Granted, it was because I figured any staging event would count as a "launch" when in fact you have to use propellant to leave the ground. Or at least do one of those 2 things. Simply staging a parachute doesn't cut it. I know In any case, I don't see why "contracts without funds" can't just ignore the funds. No up-front money, and no payout money. If the contract is only for money, maybe it doesn't get offered, or you can tick a "don't offer contracts with invalid payouts for this mode." Some things go hand-in-hand, of course. There's no real reason to have a tech tree if you've disabled science. But many people have asked for science in sandbox so that should be a thing. And I think contracts should be available in all modes. I'd probably play sandbox more if I could get contracts in it. Not as silly as it sounds at first. If you start the game with $0, set it so you have to pay the unlock cost to even gain access to parts, and make the contact rewards pretty low... Though I suppose you could call that "career without science" just as well as I'm considering it "sandbox with money" -
Do we really need game modes?
Superfluous J replied to Vanamonde's topic in KSP1 Suggestions & Development Discussion
I've been thinking this for a while. I'm pretty sure I even said it at least once*. There is a lot of utility in being able to turn on and off funds, experience, science, contracts, and all that separately. You could even implement "configurations", 3 of which match what we currently have. And people could upload and download them, kind of like mods. *So dibs! No just kidding I don't actually care. -
Haha no, never played it. I have seen the actual one, though. Or at least, they purported to have it. And it was a pretty big ball of twine.
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Implement ALL of Hyperedit
Superfluous J replied to CAKE99's topic in KSP1 Suggestions & Development Discussion
The stock orbit setting feature is far from absolutely horrible. In fact I wouldn't even call it horrible or even bad. It's - at worst - of limited use. And I'd even say it's a fair bit easier to use than HyperEdit, as much as I like that mod. -
Oh my Jool. You just blew my mind. I went back into the game to get screen grabs to show that the setting is not there, and neither is an "advanced" button, and realized that the header to the Settings Menu that reads "Difficulty Options: Custom" is not a header at all, but a BUTTON. Clicking that gets a window with an Advanced button, and within there is the Reentry Blackout radio button. I swear this is the same feeling you get when you're looking at that image of a chalice and suddenly see two faces.
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It'll be in the CommNetParams section of your persistent.sfs file. Here's what mine looks like now that I've updated to 1509: CommNetParams { requireSignalForControl = False reentryBlackout = False rangeModifier = 1 DSNModifier = 1 occlusionMultiplierVac = 0.9 occlusionMultiplierAtm = 0.75 enableGroundStations = True } Seems obvious what to change
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This is sadly ironic for me. I'd not thought of this show for years until last night - not 24 hours ago - it came up in conversation. I need to watch all the things now.
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Don't put too much work into it, though. They're cute side diversions, like the worlds largest ball of twine. Fun to see, but you don't really want to go very far out of your way to see it.
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Another thought, @Deddly: Go generate more ground scatter. IIRC there is a cache of ground scatter (it caused a memory leak way back in... 0.90?) so it stays put until you generate enough somewhere else to clear out that cache. Fly a plane around somewhere for a bit generating scatter, and then come back to your plane and see what happens.
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"Occlusion" is "How much the planet blocks the signal." So you want 100%, or 1.0 in your persistent file here: CommNetParams { requireSignalForControl = False rangeModifier = 1 DSNModifier = 1 occlusionMultiplierVac = 0.9 occlusionMultiplierAtm = 0.75 enableGroundStations = True } Where I have 0.9 and 0.75 (the defaults)