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Everything posted by Red3Tango
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@Net-burst, It should still work with the stock chutes, unless there is another Module Manager config you are using for them? I have RealChute, SafeChute, and ModuleManager installed for my test build and stock chutes still display correctly. If you can figure out what would be modifying them, I would love to know, to make sure everything works properly with that as well.
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@Net-burst: Here is my current dev build, it has on-screen debug information. When you are at a state where it should be working, look at the numbers, and paste them (or better if you could take a screenshot) http://genesisrage.net/ksp/SafeChute_dev.zip
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So I am looking into adding support for RealChute, but havent been able to do any rigorous testing with that mod yet. I have yet to have my ship break apart when RealChute's open, is this even a problem? Or is having it disable timewarp near the ground sufficient? I'm just wondering what people are looking from SafeChute that are using RealChute. Thanks in advance!
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I have been using this mod for a short time, but I noticed something that may be a bug? When I disable the plugin (within the settings menu) and launch a ship, it shows in the build log as $0.00 cost, but in the finance window the cost of the ship shows under Total Spent Vessels. I am wondering if I am required to reload the save game, or ksp totally to have the setting take effect? Or is the intended behaviour?
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@Trueborn: Thanks for the permission, I was thinking of doing that, I attempted to look at the Alarm Clock code but that was "way above my pay-grade" lol @stupid_chris: If I cannot figure it out on my own, I will definitely take you up on that offer!
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[discontinued] Minimum Ambient Lighting v1.2.4
Red3Tango replied to Red3Tango's topic in KSP1 Mod Releases
Thx BigFatStupidHead! Yeah I watch a lot of videos/stream (and stream myself on occasion) and it got to me that you see a black screen with a couple green dots from the batteries haha. Ive heard complaints from Scott Manley in his videos, and also from several streams, so I thought "hey why not make a mod for them". -
[discontinued] Minimum Ambient Lighting v1.2.4
Red3Tango replied to Red3Tango's topic in KSP1 Mod Releases
@Razorcane: It doesnt really effect anything during the day, it just sets the minimum ambient level. So it doesnt let it drop below 20% (or whatever you have it set at). As for eclipse lighting, I doubt I will add that in, because that gets into a whole new area of calculations. @kristianj99: I honestly didnt think about that, but it may be possible later. Might require a rewrite as currently the mod takes in the games ambient setting and overrides if below a certain threshold. -
Continued/Updated by the legend himself @linuxgurugamer. [Postmortem] I had "real life" blind-side me very drastically, and I apologize for lack of motivation in continuing to support this project. The base mod hasn't changed or evolved since its inception, and am grateful that a knowledgeable and dedicated author has decided to update and continue this idea. Are you a streamer or make videos and its too dark? Here is your answer! A small plugin that will set a minimum ambient lighting level based on percentage. Percentage is modified by using the toolbar icon (or though config file)! Don't like cluttering your Toolbar? You can disable the button from the Flight scene, or completely disable in the config file. (this does not disable the mod, just the icon) Does this wash out the colors when the in-game lighting is already high? Nope! The mod does NOT indiscriminately raise the existing ambient lighting, it ONLY sets what the minimum value can be. Note: This mod will only limit the minimum ambient light of a scene. Using other mods (or the Ambient Boost slider in 1.3), adjusts the overall ambient light of the game. Mod Spotlight Video by maxhfx (a.k.a. maxrsp) Download (for possible legacy support) *uses very basic and rudimentary functions that are very unlikely to break with future game updates SpaceDock (Also available on CKAN) === CHANGE LOG === v1.2.4 [Updated] - Rebuild with 1.6 libraries
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@HoneyFox: Yes when you Target and Focus (double click to center camera on planet) it will switch automatically Both conditions must be met, so if you Focus but dont Target the planet/moon it doesnt switch
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@jacobgong: I have uploaded different (and more) pics to better illustrate what ConicFocus does, let me know if that clears it up.
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@a__gun: I will try to get some more pictures, thinking about using the Mun so I can zoom in more and get more detail @AndreyATGB: Yes it only effects when there is an encounter. The plugin serves no purpose for people that like mode 0 all the time. The main difference: 3 - Relative(continuous line mode) (default): Patches are drawn in relation to the current body being orbited. this shows a continuous line through space, the encounter line is shown in the actual location the encounter will happen 0 - Local to Body: Patches are drawn in relation to the current position of each orbiting body. this breaks the lines relative to each SOI, so when focused and zoomed in on planet you can see the line there ... so this allows you to line up the encounter by looking at the target planet. And geared toward people that like the default (3) display mode, but want to be able to see the relative encounter easily.
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NOTICE: THIS MOD IS OBSOLETE! With the release of 0.23.5 (NASA Pack), this mod is now redundant as the stock game now includes the same functionality! Download link will remain for any people out there that do not want to update yet. ConicFocus v1.0.2 A small plugin that will dynamically change the Conic Draw Mode depending on what you have targeted and are looking at. So you are planning a maneuver node to Minmus and you can see the encounter, but just cant get the right angle to see exactly how you are entering Minmus's SOI. Option one, download a large maneuver node plugin that allows you to change the Conic Draw Mode on-the-fly. Option two, edit the settings.cfg file and restart the game every time you need to change. Then, along comes ConicFocus! ConicFocus uses the Conic Draw Mode that is in the settings.cfg file for the default. When you target a planet (like Minmus) and setup an encounter, simply focus on the planet and the Conic Draw Mode changes to relative to each orbiting body. So you can target and focus a planet and see the orbital path easily. Example: You setup an encounter (this is using the default setting in ksp) You pan and zoom the camera around to see the encounter (further planets make this view really small, and can be hard to see) What ConicFocus Does: ConicFocus - Target and Focus the planet you are encountering (automatically switches to mode 0, and lets you move the camera around the target planet) ConicFocus - Allows you to move the camera around all angles and see the path clearly ConicFocus - Zooming out shows mode 0 while Target and Focus are on planet (un-target or de-focus to return display to default) Download ConicFocus v1.0.1 (BSD License) === CHANGE LOG === v1.0.2 [Fixed] - NullReference Error v1.0.1 [Changed] - updated folder structure (uninstall previous versions) v1.0 initial release
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I would like to add in support for Real Chute, but have not had the time (or the knowledge) to make a soft-dependency to their library.
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Thanks for the info, testing was going good on my end too. Always good to hear its working from an outside source though hehe. Surprised though, as looks like 0.23 really messed up some other mods pretty bad.
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Right the snippet you gave me was just a base to start from, but was implemented into v1.1 (iterating over parts). The optimizations so far, is that it will only run the check for parts if the active vessel has changed (so like switching with [ ] ), or the current part count has changed (docking). Then it will only check altitude if under 10k (config file), has a parachute, and chute has the state of SEMIDEPLOYED. Also it creates a List<> of unique deployment altitudes, so if you have 10 parachutes that all open at 500m, it will only test once per run. It might not be that hard to add the ability for RealChuteModule into the code, if that is a feature people would like to see. I haven't tried out the mod, so not sure if it is effected by the same TimeWarp PhysX bug that stock chutes are. Depending on the class structure it may be really easy to make it compatible.
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Not sure what else I can really add though, was meant to be a simple plugin to prevent parachutes from ripping off. Nothing as complex as changing stock parts, animation, and sounds. Also this theoretically should be fully compatible with any part mod that adds custom parachutes. And if Squad decided to change parts (like we all know they never do), should also still function properly. Honestly I made the mod for myself to see if I could, and wanted to share with others. I will still keep it around for people that want a more "lite" version, and I will continue to fix if bugs arise, and possibly add features as long as they fit the mods initial purpose.
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haha, no problem. Glad you like the mod, was actually inspired by watching Scott Manley's videos, how he talks about the chutes ripping off if you are going too fast. Which incidentally has never happened to me, even at 4x speeds, until the other day, then fired up MonoDevelop and made the mod! If this is similar in name to another mod, I could rename it to maybe something more appropriate if you had any suggestions.
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Version 1.1 is now released, just overwrite files to update. Changelog: [Fixed] - should now work properly during water landings [Fixed] - properly updates when switching vessels or docking/undocking [Changed] - gets deploy altitudes from ModuleParachute data (should work with other mod parts) [Changed] - does not run altitude checks if not Time Warping [Changed] - does not run altitude checks if parachutes are not deployed [Added] - config.xml to change altitude settings [Added] - stop Time Warp when reaching ground [Added] - does not run altitude checks over a max altitude Special thanks for suggestions, ideas, code: - scottholio, NathanKell, regex @regex: curious with these changes, it iterates over the parts (thanks for the code snippet btw) and gets the deploy altitudes, would/does this work for your drogue chutes as well? I still added a config file, but the altitude is "in addition" to the parts deploy height (just in case there is a PhysX skip) Side note: I have also worked on a plugin that adds a "Crew Roster" button to the space center where you can edit/delete/add Kerbals, much like Crew Manifest, just without all the extra bits (and is done outside of a flight). Wondering if that is something else I should post for others.
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@regex: that is a very good idea, it may take me a bit to hash all that out properly though. I do coding in Unity, but going off of an existing assembly doesnt flow as smoothly for me as with writing code from scratch hehe
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@Majiir: sorry looks like I uploaded the wrong file, I will update with license and source as soon as I can. @NathanKell: It doesnt "disable" warp, it just drops it to 1x, but still lets you increase it again. So you can speed up time after they deploy and not have to wait till its touches down.
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I have been unable to keep up development and support of this mod. However, hab136 has taken the reigns and continued development here! http://forum.kerbalspaceprogram.com/threads/100855 SafeChute v1.2.2 A small plugin that slows Time-Warp when you reach an altitude when parachutes open to prevent parachutes ripping off! Also slows Time-Warp when about to touch/splash-down. Configurable altitudes in config file. The altitude is calculated based on height from the terrain or "sea level", depending on which is closer. You may increase Time-Warp manually after parachutes deploy. Now supports the RealChute Parachute Systems mod! Thanks to stupid_chris for helping me with the code to dynamically link plugins! Download SafeChute v1.2.2 (BSD License) === CHANGE LOG === v1.2.2 [updated] - Compatibility with RealChute 1.0.3 [Fixed] - Broken reference to config.xml to adjust ground dewarp altitude [Fixed] - Incorrect altitude reading above water (again) 1.2.1 [Fixed] - Null Reference error when starting up the game (thx to Llorx) v1.2 [Changed] - Altitude buffer, now turns down timewarp based on state [Added] - Compatibility for Real Chute mod (optional) NOTE: uninstall first if version is v1.1 or earlier v1.1.1 [Changed] - updated folder structure (uninstall previous versions) v1.1 [Fixed] - should now work properly during water landings [Fixed] - properly updates when switching vessels or docking/undocking [Changed] - gets deploy altitudes from ModuleParachute data (should work with other mod parts) [Changed] - does not run altitude checks if not Time Warping [Changed] - does not run altitude checks if parachutes are not deployed [Added] - config.xml to change altitude settings [Added] - stop Time Warp when reaching ground [Added] - does not run altitude checks over a max altitude v1.0 initial release