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Everything posted by thorfinn
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You know, I\'d like to expand my little ASAS hack that I published before Easter with some of the same things you mention in your list Seems like we have a common interest... though I\'m more interested in 'pilot assistance' devices, while you seem to be more interested in autopilots. A better algorithm for RCS was one of the things I wanted to try and make; but right now we have a big limitation... we can\'t split RCS control from SAS and fin control; and the correct algos for each of these systems are different. Do you have any idea for a workaround? I don\'t know how much free time I will have to put into this, but I\'m game.
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[v0.17] Damned Aerospace Version 1.5.3 + Crewtank
thorfinn replied to DYJ's topic in KSP1 Mod Releases
The tail rotor control isn\'t a banal problem to solve -
[v0.17] Damned Aerospace Version 1.5.3 + Crewtank
thorfinn replied to DYJ's topic in KSP1 Mod Releases
Oh, dear... looks like an old Italian Macchi 200 ^__^ -
I feel the urge to pester Harvester into including a 'Tandem Mirror test installation' building in the tech tree. To be built only on the Mun, obviously. Dibs on the Toy Box 2, anyway I don\'t understand what you are saying.... ^__^
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Oh my, there is someone else who has seen M-66 :D It\'s a strange little OAV; the plot isn\'t anything to write home about, the whole concept consists in a few pages of some early Shirow comic, but the direction is outstanding. Some of the scenes (like the one in the elevator) are great pieces of animation. Come on, James Cameron, hurry up with the damn movie... Jessica Alba isn\'t getting any younger... You know, I still refuse to watch the End of Eva to this day ^^; Obviously I know what happens... and I don\'t really want to ruin my memory of Eva, confused ending and all, with something that was written and directed from the darkest pits of depression as a 'screw you' to the audience : 'New' as in '2011-2012', yeah, I agree with you sadly*... But there are some slightly earlier masterpieces you probably missed. Dennou Coil is recommended to everybody, for example. Ph34r this one. * But I still think a rebound will come
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What kind of rumours? I know that X-COM is coming back. From Firaxis. Really looking forward to that (and I didn\'t even play the first one)
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I keep throwing around lots of references that almost nobody noticed/recognised, but it still hasn\'t earned myself a ban ^__^ I\'ve been quite a fan in the last few years, but right now I\'m not following much. It\'s quite a bad moment for the scene (rehashes of rehashes of rehashes) and probably my passion just isn\'t that strong anymore. But I\'ve not yet lost hope to see better stuff in the future After all, the early nineties were a bad phase too, and then in the span of four years we had Evangelion, Trigun, Outlaw Star, S.E.Lain and Bebop... Right now the only manga I\'m collecting is Vinland Saga, from the author of Planetes... an interesting turn to a more 'shounen' genre from a great writer. Good historical fiction to boot, though you can\'t really call it 'accurate' Trust me, you should read the manga of Planetes: it\'s just four volumes (five in the US, I think) and much better than the TV series in my opinion. For me, the only really good thing in the anime in comparison are the space scenes, which are no doubt cool and very accurate, but the plot and pacing just doesn\'t compare... well, it\'s not bad, but it\'s the usual Taniguchi Goro formula, and diluted for 26 episodes. Because you haven\'t seen Rocket Girls or Stratos 4 (Stratos is better, easy and harmless fun with lots of cool planes; Rocket Girls is the most Kerbal, but maybe too moe-moe...) I\'m on-and-off watching Noein at the moment, still don\'t have a real opinion of it... Stand Alone Complex, or the movie? I\'ve never decided to start with SAC, even though it\'s so praised... don\'t really know why, an instinctive feeling. This is the probably complete list of what I\'ve seen, anyway. (Damn, it\'s been abandoned for so long... but some of the 'on hold' stuff I could actually finish. Nice of you, making me remember that.)
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Hallo everybody. I finally tried my hand at making a plugin, even if I feel really in deep water without a manual. I decided to start by introducing a little feature that I always wanted in KSP; the ability to turn SAS on and off separately for all the axes. The included plugin and part (an ASAS model tinted red... have mercy) do just that and nothing more; it replaces ASAS, allowing to toggle its action with the number keys (1=Pitch, 2=Roll, 3=Yaw) I have many ideas for further features and improvements, but it\'s probably not even worth talking about those until I learn how to code better... The GUI handling part is the one I know NOTHING about, and for now it\'s a mindless cut and paste job. The rest is pretty basic, repetitive, but I hope somewhat better (and extensible in the future). I don\'t need you telling me how bad the code is: I\'m aware of that I hope that somebody can give me pointers for improving. For example, I don\'t understand why the little status window is sometimes destroyed (correctly) when the part explodes, and sometimes not. The GUI drawing code looks really inefficient to me, like it\'s creating useless copies of some GUI types at every frame... but I cribbed it straight from MechJeb or the code snippets page in the Wiki. Is there a better way, or it\'s just that? Enough blabber; here it is, for whoever is interested, and after streamlining the GUI code I\'ll start thinking about improvements. A1: split-axes ASAS, proof of concept, no GUI A2: added a small talkback panel A3: better GUI (tbd) ... https://www.wuala.com/georgij.petrovich/Web/plugin%20KSP/?key=S4mBcnlphx2A
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Fresh start with new KSP and terrain, what mods?
thorfinn replied to ColdFire75's topic in KSP1 Discussion
Silisko had a problem with ASAS tuning and engine gimbals... don\'t know if he ever managed to solve it. And most of the mods I tried were more wobbly than stock; it\'s the reason why I abandoned most of them. I suppose that these work very well when you make rockets in the style of the designer, but aren\'t tested against all possible configurations at thoroughly as stock..... -
My World Record Attempt - Circumnavigation of Kerbin with a Cart!
thorfinn replied to Phoxtane's topic in KSP1 Discussion
Far Lands or bust? But the 'isthmus' between the northerly oand southerly oceans is not continous anymore, I don\'t think you can do the full go-around. -
Misc questions for beginning
thorfinn replied to thorfinn's topic in KSP1 C# Plugin Development Help and Support
I don\'t understand whether that works concurrently with the user or not. I want to get the stick angles from the user, but have full authority on the output. I remember other threads discussing problems with various autopilots fighting each other, so the 'normal' way doesn\'t give you that. -
Hallo everybody. The plugin-making documentation is still nowhere to be found, but I\'m seeing so much stuff being done that I\'ll probably cave and try to start coding something without it. I wanted to ask you some questions to get started; right now, I don\'t really know how hard some of my ideas are, even with better documentation. Number 1: Is there a way to completely hijack the flight controls? I want to make some 'filters' for the commands, that would really need to take player input and transform it instead of adding their contribution in parallel. Two: The .cfg reader understands arrays? If it doesn\'t, is there something that prohibits reading in another file (where I\'d store the array)? Three: The LineRenderer example code in the wiki is very interesting, might be just what I need for one of my ideas. Do you know where I might look for learning how to substitute a simple 3d object for the line there? (I\'m thinking about a semi-transparent arrow) Four: Has anyone tried messing with the 8-ball and altimeter? I have a couple ideas for new ball modes, that would need a new texture and, obviously, a way to spin it the way I want. (Though who knows when I\'d manage to do that, just making the new texture won\'t be easy at all for me) Well, there would be also lots of much more basic questions like, 'how do I setup Monodevelop?', but I\'m sure there are already threads for that. Time to browse the archive. My general objective is to write devices that make manual flight easier, not full autopilots. There are already many of those, and I like to fly
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I don\'t think we can claim any copyrght on that. Lego itself has it since they started selling Mindstorms kits
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I think that it was an oversimplification for normal audiences of a center-of-gravity problem. The small lift force that allowed to steer an Apollo CM during reentry and to avoid untolerable deceleration was produced by tilting the capsule. This required shifting some mass to a side, so that the dynamically stable attitude wasn\'t exactly blunt side first. The sixty kilograms of moon rocks were included in the calculation. I don\'t think that it was really critical, but with all the other problems, why letting yet another one be when you can fix it?
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A question: what are the highest sensitivities available now in digital cameras, in the various price brackets? (I mean usable sensitivities, not bullshit '6400 ISO' stickers that correspond to useless grain) The big thing that still eludes me is making decent photos at night: usually, you don\'t carry a tripod when you\'re going for an evening stroll in a city with your girlfriend... I remember that Fuji was kinda on the frontier with this, with their EXR sensors, but I\'ve not been following for a while.
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Any thoughts on a Lua Shell plugin?
thorfinn replied to Meatsauce's topic in KSP1 C# Plugin Development Help and Support
Yes, but I\'d say we can afford inefficiency... we can easily afford to burn a hundred million cycles per second to run programs that would be very simple for today. I think that even something capable of simulating, say, 50000 high level* 'instructions' per second would prove plenty fast for most purposes. Reflection is powerful, but wouldn\'t that undermine the inherent safety of interpretation? (Besides, I like the idea of using Forth for personal reasons, and no, I\'m not talking about a masochistic streak of mine. I suppose nobody will follow me on this though ) Well, I don\'t dream of imposing any standard: we still haven\'t seen any documentation and the guy(s) behind Mechjeb have already done most of what I would have ^^ I\'d be making it to see if I can... of course I would be glad if somebody used it, someone else expanded on it. If a version that uses C# directly gets made, I would be very interested; me, I have no idea how to do that. (*) KSP function calls, mathematical functions, etc. would be single 'instructions' for the virtual computer. -
Well, I see two. Correct me if I\'m wrong. Trick 1: what builds the chain of handlers? Seems like a meta-plugin would be required (that reads a list of names off its cfg?) Trick 2: The chain nees to pass not just the event, but the command vectors calculated by the previous elements of the chain, and each handler should implement some sort of blending of its decisions with the previous ones. This isn\'t trivial, and it\'s a bit more complex than the way current autopilots work. (I suppose the state vectors are available to everything directly)
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Something like the old TSR programs in DOS, and interrupt hooking? Seems like a good idea. It would basically require a way to define the order of startup of the various plugins, and an interface to flight commands that is 'passed' (more or less literally) between them. Those who have delved into KSP internals have ideas about how to implement this?
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Any thoughts on a Lua Shell plugin?
thorfinn replied to Meatsauce's topic in KSP1 C# Plugin Development Help and Support
I have this idea of trying to make a very simple Forth interpreter in a plugin. Hey, it IS a space-age language, besides being the easiest one to implement. But it\'s definitely a long-term project.... It would have to define Words in 'machine code' (C#, in reality) for all the required interfaces to KSP, but this would have a good side: programs for the virtual computer would be totally harmless to the player\'s machine. -
Time of launch in 0.14
thorfinn replied to Prince Akeem's topic in KSP1 Gameplay Questions and Tutorials
Be aware that timewarp on pad will sometimes make your rocket unflyable. The bug has been around for a few versions. I filed a bug report with ways to reproduce in the experimentals forum, hope it helps. -
Munar Polar Exploration Revisited
thorfinn replied to aphazael's topic in KSP1 Challenges & Mission ideas
Solved? It\'s still happening. -
Munar Polar Exploration Revisited
thorfinn replied to aphazael's topic in KSP1 Challenges & Mission ideas
Yeah, the terrain generator isn\'t completely consistent. I think that you finally found what is causing the explosions of landed ships too: the ships don\'t really move, it\'s the TERRAIN that changes! I\'ve seen the patch of land my craft was in changing elevation, about 5-6 meters downward, after going to the tracking station and resuming a flight. The difference wasn\'t visually perceptible for me, though. (see http://kerbalspaceprogram.com/forum/index.php?topic=8700.msg128166#msg128166 ) -
[PLUGIN, 0.14.3] Multiversal Mechatronics - Miscellaneous Modules
thorfinn replied to r4m0n's topic in KSP1 Mod Releases
I mean, either you have matching pairs of fuel and oxidizer tanks for every combination (is that what you want to do?), or you get much less design options because you need to balance the two components with rough blocks. Either option doesn\'t seem very attractive. With tweakables, we\'ll be able to exactly adjust tank sizes and this could be less problematic, but until then, isn\'t it better to say 'this tank is filled with LO2/LH2, this other one UDMH/N2O2, there is a bulkhead somewhere that divides them'?