-
Posts
2,302 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by diomedea
-
[0.23] ActionGroupManager (AGM) 1.3.2.0 (29/01/2014) : bugfixes
diomedea replied to SirJulio's topic in KSP1 Mod Releases
Thinking again about the hidden "root part" issue: how nice would be a feature that allows to focus the root part with the active vessel. Should actually be a stock game feature. -
[0.23] ActionGroupManager (AGM) 1.3.2.0 (29/01/2014) : bugfixes
diomedea replied to SirJulio's topic in KSP1 Mod Releases
I like it. Was worried at first that the new mode may mean some difficulty with using the main window, but see that has remained as before. Nicely done, thanks a lot. One suggestion: with some builds, the root part may not be easily accessible, therefore hard/impossible to focus. Could the binded "AGM Enable" be extended to other parts with the active vessel? -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
diomedea replied to TriggerAu's topic in KSP1 Mod Releases
Hooray! This most important mod is now compatible with 0.23, and better than ever. Now I will be able to enjoy KSP again, instead of staring hopeless at a screen without KAC. -
@ TNM: while I know and use JSGME in other games (Silent Hunter series), that's not what I do with KSP. To me, just copying mods within KSP/GameData always works. Those mods you mentioned work just fine for me. I have a suspect: if I'm correct, JSGME preserves the structure with each single mod loaded in its directory, and tries to apply that same structure when those mods are activated. But some of the mods in KSP are built with the knowledge they will be put in GameData anyways, and won't work correctly otherwise. There are a few "common" plugins, such as ModuleManager, that only need to exist in one place within Gamedata, and if multiple ones are found they need to check to exclude copies of themselves from running. But JSGME will not make for a single such plugin, if the same is embedded in the directory of more than one mod. I don't know if Toolbar_plugin has an exclusion method, if not and other copies are found and run, it may bring to unexpected results. Therefore, I would strip any other mod of those "common plugins" when loading them to JSGME.
-
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
diomedea replied to cybutek's topic in KSP1 Mod Releases
@ cybutek: I hope you could consider the possibility to include support for the toolbar plugin by blizzy78 with this awesome tool. One of the main annoyances I find is to not be able to close its window completely, one button would do and all the better if it was integrated with the above plugin. -
Protractor - Rendezvous Plugin - Under New Management!
diomedea replied to mrenigma03's topic in KSP1 Mod Releases
Works perfectly for me (0.23 clean install + Protractor only). -
Protractor - Rendezvous Plugin - Under New Management!
diomedea replied to mrenigma03's topic in KSP1 Mod Releases
Many thanks. -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
diomedea replied to damny's topic in KSP1 Mod Development
Akatze, that's a most beautiful thing you modelled here. However, let me say I doubt that part is being built in Kerbin, but rather it is imported from a parallel universe where a planet called Earth exists and most writings are in english: "This end UP" really doesn't sound very kerbal (would suggest, Kerbals use symbols like the upwards triangle to mean the same). -
@ Ekku Zakku: I like how you keep us informed about what affects this tool development. But you don't have to be sorry if it takes longer then expected. I would say it is better to not rush development (even if I really need this tool to make my career game look correct) just because of some pressure to deliver. Do release alpha versions, as many as you like, if you need independent testing (I will certainly help test if needed). The above is to mean, I believe the vessel list is a most important feature with this tool, so it may deserve a few alpha versions to make it right. Beta version really means you consider the tool working as expected by design, just polishing ad adding a few more features if needed to make it final.
-
Microcontroller like mod interest survey
diomedea replied to soxslayer's topic in KSP1 Mod Development
@ soxslayer: I know that, if your "microcontroller" already existed, I would certainly try it. I always feel a nasty attaction to things that seem overcomplex or plain difficult to make work right. Of course, I used ASM for some time, and that's a start. However, I believe I will feel disappointed after running my first program. Ther reason is, you're going to emulate the real thing, and unless you are building that aside from KSP (which I don't think would then work ingame) that means the emulator would be awfully slow. If I use a microcontroller, it is for speed. Actually, I would love if anybody could make a kind of speedy kOS (e.g., a version running some kind of "compiled program"). I have projects for quite complex subsystems, that can't perform correctly due to the time required by kOS to run their control program. -
You should provide more info to let us understand your problem: "...wont work" really means nothing. kOS only works if it recognizes the commands given. E.g. pay special attention to the period (also known as fullstop) at the end of each command, kOS will not tell anything but will not execute a command without the period. When using the kOS archive, I always do these actions (and always works), check what you may not doing the same: - (open kOS terminal, if not yet active, or reboot kOS); - switch to 0. (this command tells kOS to use the archive as the active volume); - run <whatever_name_your_program_has>. (as always, the final period!) If kOS doesn't execute but provides an error (e.g. syntax error, error at line 0, ...) fine!, that means it has read your program but found an error in there. In that case, if you can't find what the error is, upload your program and link it to your next post, or include it with your next post, someone will find what the error is.
-
[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
diomedea replied to toadicus's topic in KSP1 Mod Releases
Version 0.9.16.2 tested. I had it set to use the toolbar and found a few issues. 1) While on the toolbar, the VOID icon appears "fuzzy". Possibly what appears is a shrinked icon originally at 32x32px, but reduced at 24x24px to match the toolbar specs. With surprise, I found you made icons 24x24px (tga), obviously for this purpose, but those don't seem to load. 2) After setting toolbar use with both flight mode and VAB, two different VOID icons appear on the toolbar (one not working). 3) After setting toolbar use, the VOID icon(s) appear in all KSP "scenes" (single icon in a toolbar, as no other mod has icons for such scenes). Beyond the VAB/SPH, this "toolbar" appears at the space center, tracking station, R&D complex and astronaut complex. Beyond the above, good work as always! Thank you.- 577 replies
-
- plugin
- orbital parameters
-
(and 1 more)
Tagged with:
-
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
diomedea replied to TriggerAu's topic in KSP1 Mod Releases
Yes. At times I see one label with one of the resources name sticking on the mainwindow (KSP flight) even after the alternate resources panel has closed. Not a big issue, if I reopen the panel it goes away. Not that these "ghost" labels show a pattern, so I can't point to any possible event that makes them appear. -
Francamente ti devo dare ragione, sebbene la mia conoscenza sia limitata alle recenti versioni di KSP ed alle mod attualmente compatibili. Premetto che a me il multiplayer non interessa, sono ben altre le caratteristiche che mi rendono un gioco interessante. Ma le "novità" presentate per la versione 0.23 (sia al Kerbalkon che in qualche thread o recensione) mi sembrano risibili, se confrontate con le "feature" che invece vengono proposte da diversi modders. Tweakables, va bene; qualche altro motore, va bene (soprattutto per i nostri progettisti di SSTO); carrelli sterzanti; archivi scientifici. Ma nulla che non avrebbe potuto essere proposto da una mod (ed in effetti esistono svariate mod che avanzano proposte comparabili). La modalitàcarriera non è stata migliorata, non esiste gestione di risorse strategiche quali tempo e denaro, non ci sono ricompense per compiere determinate missioni, nè per tenere in vita i kerbonauti. Da questo punto di vista, il gioco è tuttora solo un sandbox con in più esperimenti scientifici. Spero vivamente di vedere completare alcune delle mod ora in realizzazione, che invece hanno precorso gli aspetti carenti del gioco ed aggiunto molte caratteristiche sfiziose.
-
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
diomedea replied to TriggerAu's topic in KSP1 Mod Releases
I find the right one to be more consistent with the interface settings used in other mods, and I happen to like that. From other mods, that setting seems to be called "GameSkin". But that's not to say the left one is worse. Better to have a possibility to select skins ingame? (BTW, what if it could be possible to have a global skin, so that all windows ingame would follow the same settings? Of course, some simple plugin to set a standard for all the mods to follow...) Another thing: I see that little "rounded-rect" with oxidizer in it on the right window. It shows one of the issues I find with alternate resources: at times, one of the "labels" of resources remains visible outside of the mod window (always only text, no icons). -
Fine. Time to next node woud be more useful to me as well.
-
@ Trueborn: at least with the last version (1.4 beta) it seems to me a minor incongruence exists with the orbital gauge: where it reads "Period", it actually displays the time remaining to the next apside (the minor among TTAp and TTPe).
-
Protractor - Rendezvous Plugin - Under New Management!
diomedea replied to mrenigma03's topic in KSP1 Mod Releases
Thanks for your kind answer. Understand, RL always takes precedence. I would like to have a look towards implementation of the toolbar with your mod (just trying to see if the approach used by other mods works, I can't figure yet most things with modding for KSP), however it seems GitHub has a problem (page not found, 404) with showing me the page where your source code should be (yes, I have an account there). -
@ Preliator: benvenuto. Se ti può servire aiuto, non esitare a chiedere.
-
Just made it: https://www.dropbox.com/s/xmxto8k6t4pgk02/PartCatalog%20Kethane.zip
-
To have the game showing on a dual or multi monitor system was indeed already asked. The best solution available now seems to be Telemachus: http://forum.kerbalspaceprogram.com/threads/24594-0-22-Telemachus-%E2%80%93-Telemetry-and-Flight-Control-in-the-Web-Browser?highlight=Telemachus
-
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
diomedea replied to TaranisElsu's topic in KSP1 Mod Releases
Indeed IRL serious logistical planning is done with "daily norms". I have direct knowledge about military logistics, and at least with men's consumptions, they are planned just in terms of "daily rations". This approach is so widespread to be used even for other goods with a consumption independent of time, like ammunitions or POL (read "Petroleum, Oil and Lubricants"), so to facilitate the planners: they don't have to know a single thing about how much a ration is. -
I may have missed something, if that's the case, would ask you to clarify. I never found any reference to some claim from this mod author, even less to any bickering about rights or primogeniture of the idea. I concur with what you say, SCANSAT is now a more enjoyable mod and provides more functionality in a better GUI, while also being less intensive on RAM. Therefore, if I had to choose only one mapping mod, it would be SCANSAT. But I have the opportunity to use both, and both of them work in my install. I am still fascinated at the method used by this mod to conduct scanning in a very "close-to-reality" way. Would not use it for systematic mapping, but like at times to see what it produces. Certainly this mod requires some work, I know it has bugs, must be optimized and improved in functionality. Unfortunately the author has not shown since Nov 11th.