-
Posts
1,269 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Majiir
-
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
Detectors are balanced with the constraints of the current vessel in mind. For example, altitude attenuation and logarithmic timewarp are balanced against the inherent altitude restrictions of timewarp. Background scanning would allow operation of a low-altitude scanner at maximum time acceleration, which is not intended. I don't think the technical challenges are insurmountable, but I'd rather not try to model resource flow; there are just too many variables to account for. Tracking the presence of a part on unloaded vessels isn't too hard, and that's how the multiple-satellite system will work. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
The lack of background or multiple-satellite scanning is a design decision. There's a concept for a part which implements multiple-satellite scanning, but it's unlikely to be added soon. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
I've not encountered this. Post a full report on the issue tracker. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
You're getting a lot of MissingFieldExceptions, which indicates either your KSP or mods are not up-to-date. You've also installed Kethane incorrectly (there's an MMI_Kethane.dll in your GameData folder). -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
Brixmon: It looks like you're running an older version of KSP. Kethane is only compatible with the latest, which is currently 0.21.1. ScaledSpaceDumper provides diagnostic information which Kethane's implementation skips, but the fix itself is the same. There are no new generators in this release. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
Kethane 0.7.5 has been released. The download link on the first post has been updated. This update implements a new data system and includes miscellaneous fixes and improvements. This update is only compatible with versions 0.6 through 0.7.4. Changes in this version: Kethane data is now saved in the persistence file, so it will behave as expected through reverts and quicksaves/loads. Data is migrated from the old data file to the persistence file when the save is first loaded in either the flight or tracking station scenes. (The persistence file is not immediately saved when this happens, so perform a normal save to ensure the data is preserved.) Added configurable offsets for extractor raycast endpoints. Fixed the KE-X130 drilling height. The plugin now checks its location at KSP startup and warns the user if it's been installed incorrectly. Incorporated BloodyRain2k's scaled space fix. (This addresses the grid disappearing/jittering issue.) Fixed an issue where the grid overlay would appear in the sky of the space center scene. Fixed an issue with KethaneDetectorAnimatorUnity where the retract animation would not play. Fixed an issue where settings changes could be lost on exit. Removed the upgrade routine for pre-0.6 save formats. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
The drilling depth changed on the small drill as a consequence of merging the raycast code. I've added fudge factors on my dev build which add another half meter to each end for the radial drill. If I get a fix release ready before the new art is ready, you'll have that, and the visual indicator will simply be the drill geometry; if the art is ready, you'll have a new drill, and it too will be a sufficient visual indicator. [EDIT] It strikes me that Kethane is in a similar place as KSP right now. There have been a lot of improvements, and many improvements that are in-development and promised, yet for some reason the latest updates aren't running so smoothly. In both cases, I recommend patience. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
Yes. For now, he's working on things that won't require any coding on my end to support, but we'll be moving into full-scale development of new parts soon enough. This is Kethane's first dedicated art pass, but nearly a year after initial release, I think it's a good time. It is now. -
Thanks, I've modified that section. Let me know if I've still missed the mark.
-
Disclaimer: I am not a lawyer. Take this advice at your own risk. Addons and third-party tools posted on the KSP network must include a license. A license spells out what other people can do with your work, whether they have to give you credit, whether they can modify your work, et cetera. You don't have to apply for a license; you can just pick one and stick it on your work. What follows is a short and very much incomplete guide to selecting a license. Ugh, I don't want to deal with this right now! Hang on! Just stick the phrase All Rights Reserved somewhere in your download and your forum thread. This allows you to retain all relevant rights to your work, and grants no rights to anyone else. You can always change this to a more permissive license later, so be sure to come back and read the other options. I don't care. Do whatever you want! Are you sure? You can release your work into the public domain, which means anyone can use your work for any purpose. This means someone could modify your work, sell it, or use it to develop nuclear weapons - all without giving you any credit! If you're okay with all that, you can use something like the CC0 Public Domain Dedication, the comical WTFPL or simply mention that you release your work into the public domain. Well, I'd like to get credit for my work. At this point, it becomes important whether you're licensing software or some other work like art assets. The Creative Commons licenses aren't recommended for software, and some licenses are specialized for software. If your addon consists of both art and software, you should probably license them separately. For art assets, you can choose a Creative Commons license. These licenses allow the public to copy and distribute your work and require that you be given credit, and you can put restrictions on how your work can be modified or whether it can be used commercially. Keep in mind this allows anyone to use your work, so if you don't want someone using your art in a different mod or a different game, you should consider a different license. For software, the MIT and BSD licenses are popular choices. They allow users to modify and distribute your work, but you retain the copyright, and the original work must be attributed to you. But someone could profit from my code! Creative Commons has a non-commercial use option, but the MIT and BSD licenses indeed allow someone to make money from either using or directly selling your software. I'm not aware of a software license that allows distribution but forbids commercial use; someone should chime in here. Can I make sure all derivatives stay freely available? Consider a copyleft license like the GNU General Public License (GPL). The GPL allows people to modify and distribute your work, but all derivatives must provide the source code and must also be licensed under GPL. In particular, the GPL restricts other software from using your work if its license is not compatible with GPL. If you intend for your work to be used in conjunction with other software (by exposing an API or something similar) you should consider the Lesser GPL which drops that restriction. None of these do what I want. This is just a brief survey. There are a lot of licenses available for your selection, so if you care about how your work is used, it's well worth taking the time to find one that fits. You can write your own license, and that license will still be valid on the KSP network, but it might be weak in a court of law. Generally speaking, you can apply a highly restrictive license (like a full copyright) and make it more permissive later, but it's hard to recover your rights once you've waived them to the public. If in doubt, select a restrictive license and work with your users to find a license that satisfies your needs and theirs. Help me improve this guide. I am not a lawyer, and I'm not very knowledgeable about licensing. I've written this to the best of my ability, but some information is probably wrong or missing. Let me know how I can improve it, and moderators, feel free to edit this post.
- 66 replies
-
- 14
-
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
Modified Kethane parts may not be distributed. For personal use, MBM textures may be edited. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
Incorrect installation is a shockingly common issue, so don't take it personally. I'm not sure what you mean by the ordering. Do you mean changing the directory names so they load in a different order, or installing in a different order? -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
It sounds like you've installed it incorrectly or are using the wrong version. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
If you leave your old save file in place, your old scans and deposits will remain. The new generator is only used for new saves (or if you manually reset the generator). -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
Ocean detection is easy. Ice cap detection not so much, but you could have some kind of parameter that biases based on latitude. I should mention this is all made possible by the multi-generator system I finished yesterday. Different resource generators can be defined for each resource. These generators are modules that are responsible for saving and loading resource information, placing resources and providing them to extractors. This allows the legacy system (where drilling anywhere in a polygon drains the whole polygon) to coexist with vastly different systems like the simplex+terrain generator I'm working on. The takeaway is that third-party mods can define their own resource generators. I'm going to attempt a new Kethane generator, but this is going to take a lot more braining to get the way I want. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
Another shot, this time taking terrain into account. This deposit mostly avoids hills and mountains, but it still has a distinct shape that isn't completely influenced by terrain. Not every deposit avoids mountains; some appear only in mountains, although those are a bit more rare than I'd like. I'm using Ore in this shot to make the colors more obvious, but this generator is being built for Kethane. -
Stock Parts *only*
Majiir replied to Kerman Von Braun's topic in KSP1 Suggestions & Development Discussion
Part Catalog does this, among other things. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
COMING SOON: ...actually, what's coming is going to look and work a lot better than this, but I'm excited about multi-generator support now working. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
The KSP updater doesn't put anything into the Kethane folder. (If it did, they'd have a lot of explaining to do.) The warning about a missing file is from KSP code. Kethane looks for the settings file, and if it's not there, it happily carries on, but KSP dumps a warning to the log anyway. After the first time not finding it, Kethane creates the settings file anyway. In other words, I think all these issues and solutions are completely unrelated. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
Eh? No you can't. Look at the format of the URL on the main download. You can change the version numbers and get old versions going all the way back to 0.3 or so. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
That's not how that works; any problem related to settings.cfg is the IsolatedStorageException issue caused by conflicts between KSP and other processes like virus scanners or operating system services. Kethane itself handles missing files just fine. -
I've played with Unity particles, and I think it's very much possible. As long as MinEnergy and MaxEnergy are different, you'll have some particles dying before others, and you can use SizeGrow to make particles grow (regardless of remaining energy). To make sure they fade out nicely instead of instantly popping, set the last color animation frame to black (or transparent, depending on the particle shader you're using). If the energy and sizegrow stats aren't enough to get the desired effect, you can manually manipulate particles.
-
Procedurally Generated Craters
Majiir replied to featherwinglove's topic in KSP1 Suggestions & Development Discussion
Reverting a flight is like going back in time. Procedural craters for crash sites would be neat, but creating them for crashes that happened before a revert is nonsensical. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
The KethaneConverter module currently only supports two input resources (ElectricCharge + configurable) and one output resource. I'll be improving it so it supports multiple input and output resources. You could use this, for example, to convert water+electricity into LH2+LOX. It works on any planet with an atmosphere. It's hardest to use on Duna because the atmosphere is so thin. The engine flames out if your airspeed gets too high, so try landing and then activating the engine (or use parachutes or retrorockets to slow yourself down).