fatcargo
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Everything posted by fatcargo
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Will this work only with resource tanks within craft loading range, or will it be able to transfer resources to/from unloaded parts as well ? If considering unloaded parts/crafts, this will need to be addressed because if there are custom plugins capable of processing/generating resources in background, those plugins may assume that nobody is touching resources onboard unloaded parts/crafts. Do note that this may very well be one of the endgame mechanics for ultimate logistics / resource management. Sigh ...TLDR - original plugin thread does point to handling resources for unloaded parts/vessels XD.
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[WIP] LaserComm - optical communication system
fatcargo replied to IO's topic in KSP1 Mod Development
meh its fine -
[WIP] LaserComm - optical communication system
fatcargo replied to IO's topic in KSP1 Mod Development
Ohh this reminds me : IF you are using stock module to do tracking, what are its limitations ? Target distance itself may not an issue if for example using solar panel module for track since it is designed to track sun at great distances. What i see as larger issue is precision loss due to large numerical values for interstellar target coordinates (akin to floating origin errors - well known issue for planet modders). On its own it isn't much - you'll have a targeting error and thats it. BUT, problem may arise if tracking module (stock or custom) tries to perform changes close to floating point errors - visually it may produce jerky movement, constantly yanking the mesh. You could allow for greater errors still below perceptible levels and do some kind of smoothing/integrating over time for smooth movement. Deploy/retract may not be needed if done via some other animation module, but it'd be nice if your tracker could pay attention to deployed state and allow functions only if part is deployed [NB: deploy/retract animations may be looped]. Feature request (for general modder public) : playing animations on comm status. One for established and one for stop. Also please if this is implemented, do wait for comms on/off animations to complete prior to running anything else. -
[WIP] LaserComm - optical communication system
fatcargo replied to IO's topic in KSP1 Mod Development
YES AND YES ! As for "most dreaded part: models and textures" - to me coding is most dreaded part Modeling ... not such a big issue. Does plugin have provisions for playing animations based on state of the laser comms ? Also it would be a good idea to post some kind of demonstration mesh in FBX or blender format so anyone trying to design parts can see object hierarchy, what goes where (especially transform hierarchy - i've seen people struggle to work out animations/tracking on new models for other mods). That's my two cents. -
[1.12.x] CRFP - CarnationRED Flexible Parts Updated
fatcargo replied to linuxgurugamer's topic in KSP1 Mod Releases
I'm just reporting a incompatibility for anyone else also stumbling on this issue. This isn't not a real bug report because i just rebooted my KSP1 playthrough after a long time and i'm not sure CC mod is up to date with KSP version. Alongside this mod, i installed also Allista's Configurable Containers v2.6.2.1 and main UI panel won't open. I found in log file a line with "Failed to add Resource [long integer number] to Simulation PartSet etc etc" It appears some resource is being removed while other parts/modules are trying to use it, and KSP isn't too happy about it. -
[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
fatcargo replied to JadeOfMaar's topic in KSP1 Mod Development
Stolas : did your game work BEFORE adding this mod ? -
[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
fatcargo replied to JadeOfMaar's topic in KSP1 Mod Development
YISSS! -
I didn't want to pollute the forum with yet another thread so i'm posting here instead. Does anyone know how to setup RelfectionProbe to reflect dynamic objects in flight scene, not just statics (like buildings and terrain) ? Ref: https://docs.unity3d.com/Manual/class-ReflectionProbe.html Please @xEvilReeperx if you have time ...
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If managed by mod, any bugs can be compensated for. So, completely separate tech trees can be a thing in KSP. Like geology, general phyiscs, structural engineering, fluid dynamics, biology, psychology, nanotech etc ... I'm hinting at the idea replacing current science system to prevent investing science in one branch to be used in another, keeping unrelated fields of study separate. One more thing : how are science points being kept separate by type, from generating by the science part to the last step when utilized in tech tree ?
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So, this mod can separate science points into types that can be later expended on specific nodes in tech tree... Could tech tree nodes be separated completely from main tech tree, in their own root nodes ? Yes, it would make them unresearchable from default research root, but with some additional code those could be unlocked and allow further research as expected.
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[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
fatcargo replied to DMagic's topic in KSP1 Mod Releases
In my case for Science Relay, i had similar problem, but was able to kind of solve it. When i deployed a small science station around Mun i tried to send science data from a nearby satellite and it didn't work. So i turned on debug output and found that my station had 0 capacity to receive science (it has MPL lab module) and all science was sent back to original sources (the science parts that generated it). So i built a second module, launched it on SPH tarmac and tried to send science there and it worked. For unknown reason, my first station simply bugged out. I send an engineer to weld the science box part and it works now. Strange indeed. I did poke around in source, recompiled it with referencing KSP 1.11 assemblies and added some debug prints. Turns out finishTransfer() function in ScienceRelay.cs receives the vessel loaded argument as false, then it loops through all available science containers and ultimately fails, causing the "No valid science container for science" to show in debug log window. I can try to reproduce the bug, but this may be some edge case. -
Structural Integrity (environment wears down your parts)
fatcargo replied to JadeOfMaar's topic in KSP1 Mods Discussions
Hoping to reignite the discussion (even by going slightly OT again) , i've looked at Modular Flight Integrator which is written as VesselModule that manages part aerodynamics and heating model. Link: I assume it is designed only for crafts moving in air medium (ie low Reynolds number), but i'm not entirely sure if it can do other things, like modeling part behaviour in liquid medium (ie high Reynolds number). If MFI can't be used to model part motion in liquids, is it possible to write a separate VesselModule plugin that can override stock fluid mechanics in KSP and perform its own calculations ? In the above linked old post discussing the "Analysis of the buoyancy of parts and how to improve things" it has in OP mention of If this still holds true (and i assume this wasn't addressed by Squad since their first release), a separate plugin to tackle this would be welcome. -
Structural Integrity (environment wears down your parts)
fatcargo replied to JadeOfMaar's topic in KSP1 Mods Discussions
Thanks for the link, but beyond adding own modules to add ballast management and defining buoyancy for its own parts, it really does not address the issue en masse. There is still no clearly defined method to derive required parameters from part itself. The forum post i linked to does discuss about this, alas without definitive solution. Hence my post here. I'm hoping not to have hijacked (too much) of this thread to discuss this. -
Structural Integrity (environment wears down your parts)
fatcargo replied to JadeOfMaar's topic in KSP1 Mods Discussions
How is buoyancy affected by this ? Is it even considered as a sideffect of calculations ? I'm not mentioning it in objective headspace since i have waited long for someone to solve this problem. There was an effort to fix it, but it required adding extra module/field in part cfg and manually tweak the value of each part. You can see this method got nowhere. I did try for several times to build a combination of quadcopter and a bathysphere that was winched up and down on a KAS cable. It worked to some depth (below cable limit) until the kraken, after which cable physics stopped working. The bathysphere had a small module {} added to a cockpit part to artifically add/remove mass. It looked as if when buoyancy forces were excessively different among parts on bathysphere, hell broke loose (only a modified cockpit had its mass changed, rest of part were untouched). -
Structural Integrity (environment wears down your parts)
fatcargo replied to JadeOfMaar's topic in KSP1 Mods Discussions
To add my two cents, the visual damage can be done with code adapted from conformal decals mod . This way all impact can accumulate on surface and fit more or less nicely with surface. Oh and also this can add challenge to solar powered rovers on celestial bodies with dusty atmosphere (Opportunity rover survival challenge). As for impacts in interplanetary space, it can be expected to take craft cross-section area into probability calculation, but not all impact vectors point in direction of travel. There can always be impact from any direction and i don't know of any analysis / scientific paper describing distribution of matter in our solar system that can be used as starting point to make those calculations. I can only tell that the angle difference between impact vector and direction of travel does decrease as craft travels through space if its speed is approaching the average speed of particles defined for that particular volume of space. For example, in case of planetary rings, you can be fairly sure that particles travel in single plane and in same direction as it parent body rotation (i did say "fairly sure" since i'm not an astronomer). If you travel through them above their average speed, they will strike the craft "on the front". -
[1.8-1.11.x] Beamed Power Standalone (and Propulsion), v1.1.0
fatcargo replied to Aniruddh's topic in KSP1 Mod Development
Uh-oh ! I completely forgot about "beam propulsion" - it is direction-dependant ! You could imagine it as trying to raise orbit using only ion engine. You need to fire the engine at the single point in orbit to get what is needed. This one will be tricky. Imagine using sail-like propulsion to drive TOWARD source of beam, that is contradiction. -
[1.8-1.11.x] Beamed Power Standalone (and Propulsion), v1.1.0
fatcargo replied to Aniruddh's topic in KSP1 Mod Development
To add to above : also, if there is something wrong with code, all data will be in one place. It will be hard to match saved game state against custom data in separate file. Be aware of this. I had run into similar problem of saving state of my part and i analyzed the save and found the bug. -
[1.8-1.11.x] Beamed Power Standalone (and Propulsion), v1.1.0
fatcargo replied to Aniruddh's topic in KSP1 Mod Development
I agree with @linuxgurugamer, this plugin can be a PartModule that saves the list of all connected transmitters or receivers (with respect to its receive/transmit type). One transmitter can have list of multiple receivers and a one receiver can only have one transmitter (unless some kind of list for fallback transmitters is added to compensate for loss of power due to lost line of sight, power failure or other disabling conditions). All save/load happens on OnLoad and OnSave which write into Persistent.sfs file that holds all save game config data. -
[1.8-1.11.x] Beamed Power Standalone (and Propulsion), v1.1.0
fatcargo replied to Aniruddh's topic in KSP1 Mod Development
Irradiated ablative receiver propulsor (you are free to use the name ) is like a normal receiver that also expends ablator resource. The thrust for it can be somewhere between chemical rockets and ion engines (very wide range, i can't pinpoint it) but in game it should provide uniquely difficult use case - a orbital probe could carry only this part with mass of ablator resource and remotely receive energy (no need for heavy power generator) required to vaporize it, but since energy received can drop off drastically with distance, it may need a dedicated beam transmitter with a lot of power output. -
[1.8-1.11.x] Beamed Power Standalone (and Propulsion), v1.1.0
fatcargo replied to Aniruddh's topic in KSP1 Mod Development
@Aniruddh one more idea about warp drive detection : you could list all parts in transmitter/receiver vessel for any warp drive part modules, check their fields and then let beam power mod decide. Now, this can easily blow up into a large list and make this mod unusable, but there may be a way to do it, at least gradually. You could add a list in config file describing quadruplet of module name, ksp field, value and action to be taken. Small fake example config : MODULE { name = WirelessSource //same for WirelessReceiverDirectional CONDITION { name = WarpDrive field = DriveState value=Engaged action = Disable } CONDITION { ...} } Each "CONDITION" node tells the plugin when and how to work. You can see how to access KSPField in other mods like Action Groups Extended, Kerbal Operating System and Mod Actions (this last one may be most relevant). Note that this node list can be used for anyhing else as well, not just warp drive mods. -
[1.8-1.11.x] Beamed Power Standalone (and Propulsion), v1.1.0
fatcargo replied to Aniruddh's topic in KSP1 Mod Development
The speed detection could be a problem : crafts using warp drive mods to simulate speed above c may not actually move crafts at speed c For example alcubierre drive mod just make it easier to transfer craft in space, does not need c to do it. What can be done is to detect speed that is above limit and then take action. This limit can be written into mod config so it can be tweaked to something realistic/working. This also raises another interesting question : if there is a speed limit between transmitter and receiver, there may be situations where transfer breaks just because crafts with this mod parts orbit planets with large speed difference So do account for this too. Especially since there are mods that add alternative solar systems that can have planets with quite large speed differences. And please don't consider anything beyond this, at least at this stage, or mod development will get really complicated. -
[1.8-1.11.x] Beamed Power Standalone (and Propulsion), v1.1.0
fatcargo replied to Aniruddh's topic in KSP1 Mod Development
For warp drive mods : they all have speed in common. There is no way around it. So you could simply test for speed and break power transfer if speed exceeds the limit, optionally could add redshift losses prior to breaking this connection. For jump gates : this is a bit more complicated, but i believe that they will generally cause vessel unload and a scene switch, maybe sudden relocation of active vessel so that can be accounted for as well. -
[1.8-1.11.x] Beamed Power Standalone (and Propulsion), v1.1.0
fatcargo replied to Aniruddh's topic in KSP1 Mod Development
@Aniruddh if this is not too much to ask : there should be a feature to disable beamed power functionality in certain situations. Examples: 1. Disable power transfer for crafts that are moving at great velocity using warp drive modded parts 2. If there are dedicated transmitter/receiver pairs, and one of them is being instantly transferred via some kind of "jump gates" (like ESLD beacon mod) To elaborate it would be cheaty and could be explained in game to player as relativistic effects. I know these mods are sci-fi and are not much in same scope of realism as this mod, but please take this into consideration. -
[1.8-1.11.x] Beamed Power Standalone (and Propulsion), v1.1.0
fatcargo replied to Aniruddh's topic in KSP1 Mod Development
@Nertea How much work it would be to use the feed/reflector code in this mod ? Would there be any quality-of-life improvements to justify implementing it into this mod ? Also, slightly off-topic, could the feed/reflector code be generalized to allow different uses, like for example solar furnaces or concetrated solar ?