tobyb121
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[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
tobyb121 replied to tobyb121's topic in KSP1 Mod Releases
The log message is just showing that you targeted the Mun, switched back to normal view and then when you double click it un targets the mun (KSP doesn't differentiate between double clicking on empty sky and double clicking on a button in the GUI). I'll have a look through some stuff, but I'm not sure what would be causing the problem and I can't recreate the problem myself. If I can't get anything working I'll send you a special debug build of the plugin that spits out loads of extra info into the log. -
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
tobyb121 replied to tobyb121's topic in KSP1 Mod Releases
That is indeed quite strange. Which OS do you use? I am wondering if the Mac/Linux build are a bit more picky about where the science defs are stored. Can you see a line like this in your log: Config(EXPERIMENT_DEFINITION) TarsierSpaceTech/Parts/SpaceTelescope/ScienceDefs/EXPERIMENT_DEFINITION -
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
tobyb121 replied to tobyb121's topic in KSP1 Mod Releases
That seems to show that the science definitions are missing, can you check in the GameData/TarsierSpaceTech/Parts/SpaceTelescope folder that there is a file called ScienceDefs.cfg. If not you can download it directly from here: https://raw.github.com/tobyb121/TarsierSpaceTechnology/master/PartCfgs/SpaceTelescope/ScienceDefs.cfg -
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
tobyb121 replied to tobyb121's topic in KSP1 Mod Releases
federicoaa's post was a suggestion on what should happen, not what currently is implemented. When you take a picture and science data is collected you can access it by right clicking on the part and clicking Review Data, if that button isn't there first try closing and opening the right click menu (it doesn't seem to refresh properly on its own) otherwise there could be some other issues, in which case please could you send me your ksp.log file. I'll have it give some feedback in the next version as to what it has actually collected science for -
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
tobyb121 replied to tobyb121's topic in KSP1 Mod Releases
Fine control is on its way, I've got a few ideas on how it could be implemented. You get less points for transmitting with all science experiments, it helps keep the game balanced, if you don't like it you can turn it off in the part.cfg under xmitdatascalar (set it to 1). I haven't enabled any science lab functionality for 2 reasons: 1. I don't think it makes much sense for a kerbal to be able to improve the amount of science in the pictures by processing them in a lab. 2. I don't get how Squad have implemented the science labs, it seems quite complicated. -
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
tobyb121 replied to tobyb121's topic in KSP1 Mod Releases
Glad you like it Keep watching for new parts that are coming soon -
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
tobyb121 replied to tobyb121's topic in KSP1 Mod Releases
I've just uploaded a build that has compatibility with the Visual Enhancements Mod (city lights and clouds). I'll try and keep it updated, but it won't be a priority to maintain compatibility. -
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
tobyb121 replied to tobyb121's topic in KSP1 Mod Releases
As an aside I would really appreciate if a mac and/or Linux user wouldn't mind testing the latest version. I've embedded some images directly into the dll (for cleanliness) and I wanted to check that this works on those OSes. -
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
tobyb121 replied to tobyb121's topic in KSP1 Mod Releases
Moving the telescope independently is something I may try, though I'm not convinced it will work very well. The backgrounds of the images do have the skybox behind them, the skybox just isn't a high enough resolution to be able to see anything. You might get a slightly better effect if you used one of the 8k (I think) Universe Replacer skyboxes, but really it would need to be procedurally generated to get the required detail at such high zoom. -
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
tobyb121 replied to tobyb121's topic in KSP1 Mod Releases
Sorry, link fixed -
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
tobyb121 replied to tobyb121's topic in KSP1 Mod Releases
You should find it much easier with the new version, if you switch on the targetter. -
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
tobyb121 replied to tobyb121's topic in KSP1 Mod Releases
Unfortunately I don't think getting this to work with city lights/clouds will be possible. I believe the clouds etc. are drawn by a separate camera which I think would be very hard to incorporate, and would be very difficult to maintain (any changes to visual enhancements could break this, any changes to KSP could break this, and even changes to KSP could break VE, which in turn would break my mod!!!) I'm just adding the finishing touches to a new version which draws a target on the window to help zoom into distant planets. I can see planets most of the way across the solar system now without using mechjeb. -
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
tobyb121 replied to tobyb121's topic in KSP1 Mod Releases
The hard drives were made for .22, where being able to store science was quite useful. I realise that there have been some changes in .23 that have changed the balance of the game, and so the hard drives are not as useful now. I had added in the limitations on the hard drive (e.g. one report per experiment type) to try and balance them in .22, but I suppose it would be reasonable to change them. If there is a consensus on what should be changed then I'm happy to implement it. -
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
tobyb121 replied to tobyb121's topic in KSP1 Mod Releases
I've got a fix for the centre of mass and I'll bring the weight down as well. For my next project I'm planning to make a surface sample collector, but my plan is to recreate the ChemCam on the Curiosity rover (http://www.msl-chemcam.com/) -
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
tobyb121 replied to tobyb121's topic in KSP1 Mod Releases
This is certainly true, also the telescope control point is right at the very front of the camera arm, because this is away from the reaction wheels you get rotations about all the axes at once instead of one at a time. I might reduce the weight and have a go at adding reaction wheels to the camera itself. All the files can be put into a sub-folder inside of GameData, the only reason I hadn't done that is in my workflow I usually right click on the zip and use 7-zip and extract to folder, which creates the folder automatically. I've noticed that mods have the subfolder included in the zip so I'll do that next time. -
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
tobyb121 replied to tobyb121's topic in KSP1 Mod Releases
Fixed low FPS issues with camera closed, turns out the camera was still rendering in the background. When open you will still see a drop in FPS, as it has to render everything twice, but this will only be when the camera is open and activated. -
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
tobyb121 replied to tobyb121's topic in KSP1 Mod Releases
When testing I was using Mechjeb and setting it to look at the target (which was set to a planet), otherwise it's pretty difficult to find things that are too far away. I have been thinking on how it could be controlled better, but the difficulty is that the angles become so small when you are looking far away that controlling the craft is very difficult. My plugin won't work directly with the old models because it specifically needs to find a transform called CameraTransform and one called LookTransform and some animations called open and close. Without them the camera doesn't know where to look, I could maybe change it so that you input the co-ordinates in the part.cfg and it creates the transforms, I'll look into it -
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
tobyb121 replied to tobyb121's topic in KSP1 Mod Releases
Thanks so much for doing this, it looks to me like the problems must be in my code somewhere. I'll work on a fix asap. -
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
tobyb121 replied to tobyb121's topic in KSP1 Mod Releases
That is an interesting problem, I'm wondering if it is the model itself that's causing the problem, as very little should happen if the camera is inactive. I haven't experienced huge frame rate drops, but my performance on my little laptop tends to be pretty low anyway. Would you mind trying something: could you remove the SpaceTelescope module from the part.cfg, if this fixes it, then there must be a problem with the code, otherwise I'll need to optimise my model. (Not sure which is worse ) -
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
tobyb121 replied to tobyb121's topic in KSP1 Mod Releases
Ahhh sorry, not sure how this happened. those part.cfg files are from my test build, I must have packaged them by mistake. Fixing this now!! Edit: Fixed and added stack attach node for telescope...sorry about that -
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
tobyb121 replied to tobyb121's topic in KSP1 Mod Releases
Yes it has an open/close animation. When you add the part it is folded up ready for launch, when you are in space you can open it and it will unfold and switch on. From a user perspective, you right click on them and click Fill Hard Drive, it then looks at all the science instruments on your ship and checks if they have any data (and there is enough free space on the drive and there are no other reports stored of the same type). It then copies that data from the instrument and then tells them to delete the data. You can still transmit data from the HDD, and it will give you the points when you land and recover, but you cannot transfer it to the lab. If you want a more in depth/technical description let me know. -
Loading IronPython into KSP
tobyb121 replied to secretformula's topic in KSP1 C# Plugin Development Help and Support
IronPython has existed for much longer than .NET 4.0, however from v2.6 it had to be compiled specifically for .NET 3.5 to be able to run on it. If you were to switch to an earlier version the problem you will have is that it requires the namespace System.Diagnostics.Process, which is on Squad's banned list (for good reason), so you'll never be able to load it for that reason. -
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
tobyb121 replied to tobyb121's topic in KSP1 Mod Releases
It should work if you add: node_stack_bottom = 0.0, -0.127145, -0.1118595, 0.0, -1.0, 0.0and change the attach rules to: attachRules = 1,1,0,0,1in the part.cfg file. I'll do this for the next release. -
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
tobyb121 replied to tobyb121's topic in KSP1 Mod Releases
That could certainly be done, the main reason I hadn't done this is that modelling is that I'm slow at modelling, and there are some other things I want to work on. The max distance the telescope can see is in the part.cfg file under maxZoom. There are a couple of requirements (names of transforms and animations) that mean you couldn't just use any old model Sorry added some more info, it was the first