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Everything posted by timmers_uk
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1. There is an overall fitness stat in here, not sure if you mean as a feneral stock feature? I expect it very juch out of scope for squad to do. 2 is an interesting thought, which hasnt occurred to me, even though using the 1 man lander can for kerbin reentry always bothered me, this would ge a good mechanic to 'discourage' such shenanigans. 3 would involve integration with kspi, as afaik that is the only one modelling radiation, so its low on my list. 4 is already how keepfit works. The best you get get even with the centrifuge is neutral, so no loss, but also no gain - its all mm configurable though.
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parts [1.12.x] Asteroid Recycling Technologies
timmers_uk replied to RoverDude's topic in KSP1 Mod Releases
Ok ... I've got something which seems to be working for me locally (51 unique resources in RealFuels to flip between!), complete with the worst programmer art bodges on top of @AetherGoddess 'es CRP resources mod, using the ARP icons TriggerAU added for the realfuels stuff. If I can get AetherGoddess'es permission, then I'll post it up, either here or in her mod thread (see above). One thing though ... I had trouble both with this and AetherGoddess'es original CRP resources mod having some conflict with TweakScale - I removed tweakscale though, as I wasn't actually using it. Better minds than mine may need to work out what the trouble is, as the error was typically unhelpful in the output.log. Timmers -
Thanks for taking a look at it. On a simple UI front I think I'm going to move the launcher bar window back to being a movable window as it being stuck in a single location is driving me nuts right now, whereas I'm happier with mods where I can choose where they popup. Anyone can add MM configs to add the KeepFit partmodule to setup a particular part to have a good (or bad activity level) - by default all things are cramped. In future if I can work out how to integrate it nicely, I could add conditionals so that (for instance) porkjet's spinng hab only has a good fitness level when its spinning, or RoverDude's expandable modules only count when expanded. On my 'roadmap' such as it is, in addition to working out some APIs for allowing integration with other things, I was thinking of :- 1. Further UI tightening - make the per-kerbal displays closer to being 1 line per kerbal - be interesting to know if people want the expanded views though - if so, I'll either leave them as is, or make it an option 2. ConnectedLivingSpace integration - should would take a bit of a rework to allow differentiating between different areas on a ship, and having the activityLevel be determined not by the best on the whole ship, but the best in the bit of the ship each crewmember can get to. 3. Optimization pass - I might be able to avoid KeepFit scanning all vessels periodically by using more event callbacks to track vessels/crewmembers. 4. API - add an API to allow other components to modify activityLevels of either vessels (or vessel areas) or kerbals, or alternatively use other mod APIs to integrate external things into KeepFit. 5. Blackout/redout (but I'd need some other competent coder to show me how to black/red out the view and do it without breaking the rest of the game (i.e. not blackout the pause menu/map view/non-flight scenes). I'm always open to suggestions though. Timmers
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I'd have to get someone who does more game-side visuals coding involved in order to know where to start with that one, as I'm a server coder by trade, and don't even know where I'd start on that one... I agree though, that it would be nice - if I did it, I'd be inclined to do black and redout too I'm aware of it but haven't used it - I'm a bit hesitant to make too many links to other mods in KeepFit, and I'd have to look into whether there's a way to create a soft-dependency on DeepFreeze - could be I'd do it the other way around and create an API to KeepFit, and allow DeepFreeze to modify the state of crew in deep freeze to stop them degrading or anything. Interstellar warp AFAIK does low level orbit manipulations rather than manipulations in physics land, so doesn't affect KeepFit.
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parts [1.12.x] Asteroid Recycling Technologies
timmers_uk replied to RoverDude's topic in KSP1 Mod Releases
I was just looking into this area myself - I haven't got any specific colours I'd suggest, however TriggerAu recently added KSP Alternate Resource Panel icons for many of the fuels in RealFuels, so maybe these could be of help? I've got a long flight coming up, so I may do horrible programmer art things to textures whilst I'm travelling, as I'm about to hit the whole 'asteroid capture/mining' phase of my current RealFuels + USI game. If I get something what works, I'll post it up ... so you can all laugh at my leet MS Paint skillz. Timmers -
Karbonite/Real Fuels Integration Configs [1/18/15]
timmers_uk replied to Raptor831's topic in KSP1 Mod Releases
Aaagh lol, I just spent an hour grinding through the diffs on realfuels to work out the updates - should have checked for updates on the thread first!... still ... it'll be useful to fact check my local changes to see if they match up Timmers -
Do you have launch clamps fitted? I posted earlier as I looked into this, and it's an interaction between kct and real fuels that I can't see an easy way for the kct guys to fix, but in theory at least, including launch clamps resolves it, as real fuels makes launch clamps into boil off topper-uppers (yes that's the technical term). I don't recall seeing this issue myself since adding launch clamps to my designs, and in any case, when it was happening, an amusing non launch followed by a revert resolved things, so unless you are in hard mode , this isn't the most fatal error? Timmers
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Me too - fine print is generally achieving a much more successfull fist of things than the system contracts (its only a matter of time before I accidentally accept one of those 'rescue XXX Kerman' contracts - it'd be ok if they showed the orbital properties of said Kerbal so you could check beforehand, but AIUI the orbits are always way too low to be out of atmo in 6.4x
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Karbonite/Real Fuels Integration Configs [1/18/15]
timmers_uk replied to Raptor831's topic in KSP1 Mod Releases
Thanks for the quick response. In which case I shall put my world class procrastination skills to good use - I'm a ways away from making use of Karbonite in my 6.4x game anyway - if I get there soon enough I'll bodge the resources over to the 8.x RF resources though, probably just in the MM configs though, rather than deal in the land of excel. -
Karbonite/Real Fuels Integration Configs [1/18/15]
timmers_uk replied to Raptor831's topic in KSP1 Mod Releases
Any chance you could provide some initial pointers so I can look into performing the updates on my local machine - I'm not so much concerned whether the conversion rates are realistic with Nathan's changes (afterall, Karbonite is magicinium), but it would be handy to be able to convert my Karbs into something useful for my 6.4 scale realfuels game. (I think mainly a prod in the correct direction for what the resource name changes were in RF v8.x, and how to wrangle the spreadsheet into configury-pokery). If not, no problem, it'll just be a more involved trek into the evils of xcel for me! Thanks, Timmers -
[WIN] KSP to DDS texture converter
timmers_uk replied to Lilleman's topic in KSP1 Tools and Applications
FYI I'm also getting the same thing with DX11, however DX11 gives me the lack of crashingness, as all the DDS textures live purely in video memory, so I save over a gig this way - right now seeing as DX9 mode runs out of memory after a while, and OpenGL isn't working reliably for me, so I'm taking the pink ship as a price of entry into the install all the mods business. (though it just got me a funny comment from a co-worker as not only was it shocking pink, but I also had 2 short SRBs attached at the time - shades of Timmers -
I have also seen the boil-off issue with realfuels for the first launch attempt. When my launch inevitably (and spectacularly) fails, and I revert to launch (I'm not that hard mode yet), the fuel levels are topped back off again. I just checked the RF source code, and it looks like the ModularFuelTank part keeps track of the last time it updated (for bleedoff purposes), and initialises this value if empty during save/load. Therefore when you first save the vessel node for KCT purposes, it stores the Planetarium time at that point. Then when you launch via KCT once its been built in KCT land, it sees the time delta since it was last updated as being the whole period since building started ... and all the boilables have boiled off. I've not tried it yet myself (haven't unlocked them in my new career save with realfuels and KCT), but the source + modulemanager configs in realfuels would seem to indicate that if you have launch clamps on your design, they'll automatically refill the tanks. Timmers p.s. And yes, I should be doing my RL job and debugging code issues there, and not looking at RF source code
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Optional MechJeb Modules for FAR, NEAR & km_Gimbal 2/3 (July 16)
timmers_uk replied to sarbian's topic in KSP1 Mod Releases
Please could you send your output.log file from the KSP_data directory, that way sarbian can look into it when he awakes. Or if it's simple, I can Timmers -
Hi, 0.2.0.5 is now up! I've reworked the the UI somewhat so it shouldn't be quite so teeth-grinding now. I've also fix issues when using DDSLoader and DDS4KSP to convert images to DDS. I'm now at a point where I suspect the main functionality is now pretty solid, having used KeepFit through my latest career save and not had the rage with it (apart from a high Gee re-entry with very unfit Kerbals - RIP Bill K. Timmers p.s. Oh ... I'm wondering if anyone could try this and let me know if they think its due for moving to release and off of development - I'm kindof hesitant to take the plunge, and would like some feedback first.
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[WIN] KSP to DDS texture converter
timmers_uk replied to Lilleman's topic in KSP1 Tools and Applications
FYI I switched the project in devstudio to build for x86 rather than AnyCPU and the errors cleared and I got this working - not sure if that's of help to anyone, or if it was just me getting this issue. -
[WIN] KSP to DDS texture converter
timmers_uk replied to Lilleman's topic in KSP1 Tools and Applications
I'm getting an exception when I start the C# port of this app. I tried building locally and I get the same in the debugger. See below for the exception detail :- ************** Exception Text ************** System.TypeInitializationException: The type initializer for 'DDS4KSPcs.ImageManager' threw an exception. ---> System.BadImageFormatException: is not a valid Win32 application. (Exception from HRESULT: 0x800700C1) at DDS4KSPcs.ImageManager..cctor() --- End of inner exception stack trace --- at DDS4KSPcs.ImageManager.Init() at System.Windows.Forms.Form.OnLoad(EventArgs e) at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible) at System.Windows.Forms.Control.CreateControl() at System.Windows.Forms.Control.WmShowWindow(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.5477 (Win7SP1GDR.050727-5400) CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll ---------------------------------------- DDS4KSPcs Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Users/x/Google%20Drive/ksp/DDS4KSP/DDS4KSPcs.exe ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.5468 (Win7SP1GDR.050727-5400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.5467 (Win7SP1GDR.050727-5400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.5467 (Win7SP1GDR.050727-5400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. -
[WIN] KSP to DDS texture converter
timmers_uk replied to Lilleman's topic in KSP1 Tools and Applications
Also, when converting or restoring backups, could you check for the existence of the target file for the output file/rename please? I've had a few times when dealing with updates to mods today where I've re-run the install and got stuck because I've overwritten a folder which has been 'ddsified' and then had to go on a hunt as the converter tool throws a .net framework unhandled exception which (as per usual with dotnet) unhelpfully doesn't actually say what file caused the exception - if the export/revert fails that's fine, but it would be great if your tool let me know where I'd interacted with Mr Cockup. Thanks, Timmmers -
[WIN] KSP to DDS texture converter
timmers_uk replied to Lilleman's topic in KSP1 Tools and Applications
Hi, I've just updated to your latest, plus the last post's additions, and checked my exceptions file vs. yours. If your interested, I also have :- //ContractsWindow - toolbar icon doesn't look right converted Contracts Window\Textures\ContractsIcon.png //Scansat - toolbar icons SCANsat\Icons //ShipManifest ShipManifest\Plugins //MapResourceOverlay MapResourceOverlay\Assets -nm -nr //CommunityResourcePack - don't mess with its maps CommunityResourcePack // Infernal robotics reworks MagicSmokeIndustries\Parts\Rework -nm // ATM cache - we don't want to mess, i think ActiveTextureManagement //FinePrint - doesn't like its icons ddsified FinePrint // RealChutes - loads its icon manually or by extension RealChute\Plugins\PluginData\RC_Icon.png // RCSBuildAid too RCSBuildAid\Textures Thanks again for this (and of course sarbian for the DDSLoader) - it speeds up my boot for my main career install hugely, and also got my test install load time down to a manageable level so I'm back doing my mod again - woot. Timmers -
[WIN] KSP to DDS texture converter
timmers_uk replied to Lilleman's topic in KSP1 Tools and Applications
Couple more configs I've noted aren't coming through unscathed. I've disabled compression for the below in my install, maybe they could be compressed but the setting tweaked? :- //KSP-AVC KSP-AVC\Textures //FinalFrontier Nereid\FinalFrontier //StageRecovery - its only toolbar icons StageRecovery -nm -nr //ContractsWindow - toolbar icon doesn't look right converted Contracts Window\Textures\ContractsIcon.png //Scansat - toolbar icon SCANsat\Icons -
[WIN] KSP to DDS texture converter
timmers_uk replied to Lilleman's topic in KSP1 Tools and Applications
No problem on the VB, I'm not a hater, I just can't contribute much to VB stuff, and meanwhile ... awesome! thanks for the quick turnaround on the backup option. As soon as I've found which mod which is causing opening the revert popup to cause NPEs, I'll take the plunge and try this on my main career install Timmers. -
[WIN] KSP to DDS texture converter
timmers_uk replied to Lilleman's topic in KSP1 Tools and Applications
Hi, Any chance that instead of deleting the original texture files, you could have an option to add a '.ddsified' suffix to the file names. That way the process is easier to revert (than copy pasta the whole gamedata dir and running a sync on it) than deleting, and (ideally) we could have an option on the tool to revert by deleting the .dds files and removing the '.ddsified' suffix from the file names. I'd try and do this myself and submit a patch (if source was on github I could try for the whole submitting a pull request thing, but in any case I'm not down with the kids enough to be familiar with doing that anyway) ... but I've not got VB devtools setup on my machine, and haven't ever done any VB coding. Thanks, Timmers -
[Proposal] Open Perks System + Community Perks Pack
timmers_uk replied to Ippo's topic in KSP1 Mod Development
I'd second the request for the api to allow storage of kerbal stats as well as managing perk trees. Stats and perks sit in a quite complementary place to each other, and I suspect there's a natural fit for some perks to influence per kerbal stats. I had been thinking of migrating keepfit over to Crewfiles (still might) but storing current fitness using this library would be better because I could also support some perks and also natural ability - a kerbal with high activity drive (or to state it oppositely, a low couchPotato) status would have their fitness impacted differently. Similarly a kerbal who has received the Pumping Iron perk might have their effective stay buffed, or you could receive a negative perk BrokeBack for too many high Gee experiences (or too long in a 2 man capsule). I could do these with the aid of a perks library, it'd be even better if I don't have to maintain an essentially parallel code base for storing kerbal stats for keepfit and even better again if someone can implement a nice gui final frontier/alternate resource panel style for those stars and perks. Just a thought though, take it or leave it as you will. Timmers