tobyb121
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[h=1]Tarsier Space Technology[/h] Tarsier Space Technology is a set of parts with enhanced science capability. Current Version 4.5c(for KSP v0.24.X) (Probably best to delete whole Tarsier Space Tech folder and reinstall) Installation: Just unzip into your KSP directory Download on Curse: http://www.curse.com/ksp-mods/kerbal/222276-tarsier-space-technology or Curseforge: http://kerbal.curseforge.com/ksp-mods/222276-tarsier-space-technology Source:https://github.com/tobyb121/TarsierSpaceTechnology (MIT licence) Parts: ChemCam - Analyse the surface of planets by shooting them with lasers. Space Telescopes - Peer deep into the solar system and now to distant galaxies Science Hard Drive - Store science in hard drives to maximise your science points. [h=2]ChemCam[/h] Analyse the surfaces of planets using a high powered laser Uses biomes where available Fully integrated into the tech tree [h=2]Space Telescopes[/h] Look deep into the Kerbol system (you can see to Eeloo and beyond from the comfort of a Kerbin orbit)!! Science experiments depend on what you're actually looking at!! (I welcome suggestions on experiment results) Targetter to help find distant planets Save your images to share on the forums!! Servos added for fine control (use I,J,K,L to look around) Extra info displayed on what telescope is looking at Can collect science from EVA and transfer to command pods Two telescopes with different zoom capability integrated into the science tree NO MORE WOBBLE!!! Look at distant galaxies and take photos of them for science [h=2]Science Hard Drives[/h] Store science data on hard drives to maximise science value Don't need to save up electricity to transmit data home 2 great sizes: 80 Mits and 20 Mits Data corruption removed to fit in better with the stock game Can now collect data in EVA Changelog: v4.5c: Fixed recovery of science data from TST parts v4.5b: Fixed build script that messed up 4.5a release v4.5a: Fix for null reference error on first load v4.5: Galaxies added for the telescope, allows you to search for and collect science for distant galaxies and nebulae v4.4: Fixes issues where ChemCam and Telescope input callbacks were not transferred to the new vessel when undocked. v4.0: Introduces the contracts system, custom contracts for the ChemCam and Telescopes
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[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
tobyb121 replied to rbray89's topic in KSP1 Mod Development
Out of interest, did you try having two cloud spheres? i.e. having one in the far camera layer and the other in the scaled space layer so that when it fades the far cam the other is already visible? -
Then you simply add up the amount of data you've already stored and then stop adding more data when you reach the limit. Oddly enough I'm actually also working on a science pack and was planning to add science drives as well, so I'll share my code for it when I'm done.
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You can make something that implements IScienceDataContainer, then loop over all of the other parts in your vessel with IScienceDataContainer, with vessel.FindPartModulesImplementing<IScienceDataContainer>(); Then loop over them calling their GetData() method, to return a ScienceData array, storing this in an array in your part, then calling DumpData to remove it from the original part.
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[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
tobyb121 replied to rbray89's topic in KSP1 Mod Development
This looks great, it's making real progress. However for the cloud map at the moment I think you have a grayscale map which you are using for both the colour and the alpha, this gives you that grey colour around all of the clouds. It would be better to use a plain white fill for the colour map then use the cloud map for the opacity only, this means the edges of your clouds will be a 50% transparent white, rather than 50% transparent 50% black -
problem with my parts and gui
tobyb121 replied to kurator125's topic in KSP1 C# Plugin Development Help and Support
Try making your force a static variable -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
tobyb121 replied to rbray89's topic in KSP1 Mod Development
Ah, ok. I was planning on having a shader with an alpha mask that gets offset according to the time of day, I don't know much about shaders so I had no idea it could be done your way, it's much more robust if you can get it work. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
tobyb121 replied to rbray89's topic in KSP1 Mod Development
Looking great so far, even with the lights not matching the terrain it already looks nice. How are you currently controlling which lights are on/off i.e. which parts of the planet are in day/night? There seems to be a few points where it was showing lights in the day side and was dark in the night side. I had some ideas of how this could be done but I'm still new to shaders so I'm still trying a few things out in unity first. -
Creating cities is all done by adding CITY nodes into the config file Each city looks like this: CITY { body = Kerbin longitude = -74.59567 latitude = -0 rotation = 0 altitude = 70 size = 500,500 seed = 1 minBlockSize = 50 maxSplit = 5 splitPasses = 4 visibleRange = 100000 } To create a new city copy and paste this into the bottom of your config file. The parameters you will need to change are latitude, longitude, altitude and seed. Latitude and Longitude are in degrees, and altitude is in metres above sea level so if you are in-land you may find that your city is underground. You can change size, but be careful as increasing the size of your city too much will kill performance. If you are still having trouble post your config and I'll check what's going on. Sorry I haven't released it with a better UI, I don't have time to work on this for a couple of weeks, and I wanted people to be able to play around with what I had made so far. Toby
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It's not something I had considered but there's technically nothing that prevents this, though I'm not sure how well it would work. I wouldn't have thought having cities randomly spawning anywhere would be great, and would need some filtering to stop cities being half way up a mountain, or in the sea.
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I was hoping to use the built-in TimeOfDayAnimation component, but I'm having some trouble getting it to work. Just as a quick update I'm not able to release an alpha today, as I've found a problem with setting the altitude of the city, which I hadn't noticed before because I've just been testing at the KSC.
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Yeah, at the moment there are no alleys between buildings, but it's very easy to add, and in my working copy the smaller blocks do have alleyways because they couldn't fit building in fully. At the moment my block filling algorithm is pretty basic. I've just finished off the visibility range stuff, and am just finishing off the last bits of code to make a usable mod, which I'll hopefully release along with the source code this weekend
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It was actually intentional for the centres of the blocks to be empty. If you have a look at a city like New York, which uses a very regular "blocks" structure you find that the blocks do not actually have buildings in the middle: That said I agree that my blocks don't look right at the moment, I think this is because I just don't have enough building density.
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Kerbtown doesn't allow this kind of dynamically generated model, it uses the built in KSP mesh loading, but I'm using the same PQSCity stuff to position the city. As I've said as well this doesn't interfere with kerbtown so you could use Kerbtown to create your landmarks etc. and then use Kerbopolis to fill in the city. @rbray89: I hadn't seen your project, looking good, you've got some interesting geometries being formed. I got all my textures from http://www.cgtextures.com/ I literally just copied the thumbnails because I'm trying to limit all the textures to 128x128 max so don't need their full high res stuff. These are only temporary textures just to get the look right, though I'm quite pleased with the effect. In terms of keeping the city on the ground, while I agree that the terrain info can be obtained, I don't think the road system I'm using will adapt well to uneven terrain, especially if it is not an exact N-S or E-W slope. A terrain bed will most likely be the solution I go for but I'll try and keep it as low as possible and find the flattest terrain I can.
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That's what I'm planning to do in the end, the only other slight limitation that I hadn't mentioned is that the ground underneath the city needs to be flat, so that might limit where such cities can be placed, I may also build an artifical lump of terrain that the city sits on. Once I've fixed the road layout issue, it will be very alpha-y though. I will look into having lighting at night, I'm focusing more on the geometry and layout generation at the moment.
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EDIT: 0.1 ALPHA Release Finally got round to releasing v0.1 ALPHA The main features I wanted working, the city generation, road generation, day/night animation, config file is all working and I've got lots of ideas for a future release. The performance impact seems to be negligable, I can't notice a difference with/without the mod (once the city has finished generating). Please let me know what you think and if there are any issues that you are having with the mod. Download: http://www./download/6rfsjer4oeozh1y/Kerbopolis+v0.1_alpha.zip Source Code: https://github.com/tobyb121/Kerbopolis ************************************************** ****************** For the last couple of days I've been working on developing procedural cities that can be placed in the game. The mod isn't using Kerbtown, but these cities could work alongside it. Each city has a random seed value and then a set of parameters that control the size of the city, minimum size for blocks, and the way that the city is split up, building sizes etc. The basic algorithm for generating the city is that it starts with a single city block, this is then subdivided into a random number of smaller blocks. Each of these blocks is then subdivided again etc. upto the specified number of subdivision passes. The corners of the buildings are calculated and used to identify each road intersection. These intersections are then connected with road sections. Finally the blocks are filled with buildings (with their height scaled according to how close they are to the city centre). Everything has a simple box collider on it at the moment so there is only a small impact on performance, but you can of course crash planes into the buildings. I'm planning to create some random roof decoration for the buildings, fire escapes, radio towers, etc. and just need to fix all the road intersections before releasing anything. Let me know what you think tobyb121
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onUpdate error!
tobyb121 replied to KerbOrbiter's topic in KSP1 C# Plugin Development Help and Support
FlightIntegrator does not have a field called underDirectSunlight, only instances of FlightIntegrator do. You need to get an instance of FlightIntegrator to use underDirectSunlight. try: part.flightIntegrator.underDirectSunlight -
UV mapping problems...
tobyb121 replied to Psycho529's topic in KSP1 Modelling and Texturing Discussion
Ah ok, I'm afraid I can't help you there, I'm a 3ds max user, and while the steps are the same (make a model, up-wrap UV, make texture, apply material, export) I'm not familiar with blender's UI. Maybe this might help? http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics -
UV mapping problems...
tobyb121 replied to Psycho529's topic in KSP1 Modelling and Texturing Discussion
Are you working in blender? Have a look at this: http://forum.kerbalspaceprogram.com/showthread.php/24742 last video goes through creating a UV map and shows how to export it. You can then load it up in photoshop/gimp or whatever and create your texture. -
Kerbin City Community Project - Phase B - New Islands
tobyb121 replied to nothke's topic in KSP1 Mod Development
Just working on my 3dsmax skills, still a complete beginner, but trying a few ideas out for a Kerbal farm. Could I take a spot on the island west of the main city to make a little farm and some residential area.