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avivey

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Everything posted by avivey

  1. The 'give rep' would give a much more real signal it it was publicly shown on the actual post/thread/something that it came from - like facebook's "likes": "Alice, Bob, Eve and 54 others gave rep for this post." It drives rep giving, surfacing the feature, and makes users more "accountable" for the reps they give. I'm not sure if vBulletin actually supports this, though, or if it's actually important.
  2. In theory and in design, the range should be 2.5Km - where ships are loaded and rendered, and you can run switch to them with ']'. In practice, it's much more complicated: Things seem to join only at range of 200m, and then they can stay when they move further away; The limit on how far that is seems to depend on both the type of the ship ("Ships" in space can hold almost 2.5km; Probes cut much sooner; On kerbin, everything stops after 200-500m). I'm listening to a couple of game events that seemed to make sense, and they mostly match physics; I'll try to look at more events over the weekend, to find the ones that happen at the right time (The built-in switching mechanism doesn't use events).
  3. I see I didn't do very well with explaining what this mod is... It's not meant for the same problem as Targetron / haystack, and doesn't do targeting. Consider a space dock, with a ship being assembled, and several things floating around it - a station, a supply ship, two parts that needs to be joined, and a kerbal zipping around bolting stuff on - plus some floating debris from earlier. Switching control from, say, the kerbal to a module, requires cycling through everything around with ']' key, which is annoying (Or, possibly search by name in Targetron. I'll see what it can do soon). So, enter this mod, where you can see what you're switching to before hand. It only show ships you can switch to with ']', so they are too close for finding in the TS anyway. (I'll update the first post with better description soon)
  4. ahm... Possibly... I haven't checked out Targetron, and didn't expect it to help in the crowded-local-space use-case...
  5. Small tool to quickly jump to the right ship: When there are many ships in a crowded area, it can get pretty annoying to select the one you want to jump to right now - this mod helps this pain by highlighting the new ship, and letting you jump there with a single click. Only ships near-by (Up to 2.5km, depending on... something.) are listed and available to switch to. Install with CKAN: ckan.exe install SwitchVessel Download from GitHub: https://github.com/avivey/ksp-switch/releases/download/0.5/SwitchVessel-0.5.zip source: https://github.com/avivey/ksp-switch License: BSD 2-clause license Installation: Extract the archive so that SwitchVessel directory should end up directly under GameData. Important: The Toolbar plugin is required, and not bundled. Get it here. Usage: Hold mouse over ship's name, and the ship will be highlighted. Click to switch to it. Icon buttons filter ships by type. Toolbar button toggles window. When Can I Switch? The details of when a switch is allowed are a bit complex. I've tried to copy the behaviour of the built-in '['/']' buttons. Roughly speaking: If throttled down and not moving (Or in free-fall) - you can jump anywhere. If throttled up, moving across the surface, or in atmosphere - you can switch to vessels up to ~200 meters away ("Packed" limit). Jumping to vessels in illegal states will result in various results - Rovers just stop, powered rockets in atmosphere disappear. These tests only test the currently active vessel. If the current vessel is parked, but a rocket close by is lifting, it's "legal" to switch to another vessel, 2km away; The rocket will disappear when you do. The rocket will also disappear if it is moving away from the active vessel. These limitations all exist when you switch with the game's built-in features as well. Notes: Vessels don't join and leave exactly at 2.5Km - it looks like 2.3Km to join and 2.6 to leave. Kerbals don't highlight. Help Wanted: It's more than likely that I've missed some cases while testing this. If you see something that's wrong, please let me know! Any help with regards to UI (And the toolbar icon) would be appreciated. Changes: 0.5 (May 7, 2016): - Update for ksp 1.1.x - Manually eliminate recursive higlighting issue. 0.4.1 (Feb 2015): - An attempt at fixing recursive higlighting issue. 0.4 (Dec 21, 2014): - Update for ksp 0.90. - Removed "experimental" buttons, keeps "eager" highlighting on. - Changed list logic to be a little more resilient. 0.3: - Test for sane switches before switching. Message why not. - (Experimental) highlighting based on "Is switching allowed". 0.2: - Fixed bug about vessels only showing up at 200m instead of 2.5km. - Added vessel icon to each vessel button.
  6. I think this thread is getting too overheated over an issue that shouldn't be very big. Personally, I think a standard version file is a great idea, but (1) it only makes sense in the context of a mod manager, and (2) nothing that is forced ever works - people find ways around it. It's also annoying to mod writers. A mod manager can require a version file (i.e. not work without one). A super-popular mod manager can be a force to make "all" mods agree on a format. Several managers that have a lot of users between them, and agree on a file format will also work. I've seen a couple of mod-managers laying around, I don't know how much traction they have. My guess is, if a mod manager starts by supporting a big list of popular mods without the version file + any mod that has one, it can get popular.
  7. Minor issue - fixed an issue with the window location being saved incorrectly. If you've downloaded yesterday, you should probably update...
  8. Added some features: Toolbar integration: If toolbar is installed, adds a button. Button only has one icon, and it toggles the window. If you don't have a toolbar, there's no way to hide it. The hide state is persisted, along with the window location. (Thanks, Gaiiden and Xaiier) - explicitly setting the skin also made it a bit prettier. Couldn't get the snapshoting to work yet, so I've added important information instead: Crew count, Part count, total mass. If a vessel is uncontrollable, an appropriate wording will appear. Percent bars - didn't have the time to look at it yet, sorry. New link download is in Spaceport - see link in OP. Naturally, if you have the earlier version installed, you should delete it.
  9. In addition to what regex said about it being hard, a random fixed number of digits makes all mods "equals", in some sense. It just makes the thing look more "complete". You want to allow mod owners to easily edit these ones, because they typed it wrong or change the mod's name. So relying on them internally will make quite a mess. Pretty please? Otherwise I'll have to poll the site every X time.
  10. Here are some things I think are really important to have: 1. RSS feed for updates; Should be very easy to implement, and makes life for everybody who wants to monitor it easy. Bonus points for filtering the RSS feed, but as a hard-core RSS junky - don't worry about it. 2. Use OAUTH for user management: If you've ever seen Quora's Login page: there are 2 big buttons, "Login with Facebook" and "Login with Google". The user clicks on one of them, approves the pop-up, and that's the end of the authentication process. Advantages: User's don't need to pick and remember yet-another username and password. If the user chooses to, you can get their name, email and photo to use, with no more work from the user. It's usually considered polite to allow "regular" username-and-password registration (I don't, where I can avoid it). 3. Link to source and license: I think the majority of mods are hosted on GitHub (btw - great OAUTH provider) - links from the mod page to it's github/bitbucket/other code hosting site + actual site (where applicable) would be very nice. Some kind of integration with GH "releases" page would be cool. Hack, they allow serving binaries, don't they? Plugins that just have the source in a zip file: it should be a separate download by convention than the binaries. 4. A UID for each mod: It will make your life MUCH easier to assign each mod a random, 4- or 5-digit identifier: - URL for any mod? kerbal.pl/mod/1234 . Simple to remember, simple to type, simple to share. - APIs (later): you already have each mod. - "Wiki-style links": whenever the word "mod1234" shows up in any rich-text field, it gets replaced with a link and a name to the right mod. Why 4- or 5-digits? Humans like patterns. You know that this: 444 4175 is a phone number; So if each mod has a 5-digit code, it's easy to think of any 5-digit code as a mod. But that means no leading-zero, because people find that confusing. So 4 digits are enough for about 9000 mods, and 5-digits are almost 90000 - probably enough for the foreseeable future. For reference - this forum uses a running number for thread ID, and this is thread 71133. Other thoughts: - I would leave "mod ownership transfer" to version 3 of the site. There's lots that needs to happen first, and there's plenty of time to worry about that later. - keywords/tags, and tag-cloud, are very useful features both for looking for something specific, and for exploring for new stuff.
  11. One thing I thing will be very nice is some kind of "manifest" file format to enable mod-managers set stuff up, update, remove, etc, without guessing. Most mods are very easy to install anyway, but sometimes, there's something else. I'll be happy to help building/coding/setting up things (I'm good at it).
  12. Rubber Ducky has proved me wrong about rendering unloaded ships with Distant Object Enhancement; I will try to follow that code to get a snapshot...
  13. Ooh, haven't looked for a few days. Glad to hear you like it! I do have plans to extend it, but not sure I'll find the time. It's one of the reasons that it's Public Domain - if any other maintainer thinks this would fit into they're mod, they can just paste it in (Or at least add it relatively easily). In particular, about the suggestions here: - Toolbar - should be very easy, I just didn't think it would be too useful. Now that buttons can be hidden and there's a snippet for optional integration - sure, why not. - Bars, and/or just using the stock UI for resources - I'd like that, but it looked at first glance that taking that out of the flight mode would be hard. It might be worthwhile, however, to integrate this feature into Alternate Resource View, which is basically the same thing. - Picture / VesselView - That's my wish-list I've actually looked into VesselView's code, and I don't think it would be practical to use; The big issue is that in the tracking screen, the vessel isn't actually "loaded", and vessel rendering (probably) can't be applied. In this mod, I'm looking at the saved state of the vessels - essentially the persistence file. Loading a vessel so it can be rendered takes a long time, and has some side effects. The best idea I had so far was to take a snapshot of every vessel when possible, and showing that; It's not a perfect solution, but it does most of what is needed. At any rate, no Idea when I might get to it. About Live usage from mods: I doubt it would just work without dedicated work, sorry.
  14. I'm not 100% sure if libgit2 supports it, but official git has a feature called Notes, which allows adding free-form text to commits without changing hashes. Should be right at home for this usage.
  15. Added installation instructions to OP, kind of. It should show any type of resource that the ship can carry, including customized ones - I just go over all parts and look for Resources. About MCE (and other plugins): I'd think of something for next version, but no promises about when... Glad to hear you like it!
  16. This is a tiny scratch for an itch I've been having: Which of the 25 "Orbiting Fuel Cache"s is empty and needs collecting? This plugin just shows the resources state of the selected ship in the Tracking Center. Long term plans, if I have the time, are to add a picture of the vessel, to make selecting one of many ships even easier. Install with CKAN: ckan.exe install TCShipInfo Download from Google Drive: https://docs.google.com/uc?export=download&id=0B1i-cKjnAQUHUmN4RXFfbXRacW8 source: (Google Drive): https://docs.google.com/uc?export=download&id=0B1i-cKjnAQUHMjZZNlNYY3RRLWs License: Public Domain. Installation: Extract the archive so that TCShipInfo directory should end up directly under GameData. For example, Steam installation on Windows will be in C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\TCShipInfo\<content> Usage: The text window should show up whenever a ship is active. Toolbar: This plugin adds a button to the stock toolbar to toggle the display. Changes: v 0.4 (May 7, 2016): - Update to 1.1 api - Use stock toolbar instead of blizzy's. v 0.3 (Sept 27): - Unknown things (Like asteroids) will no longer be shown in details. - Other mods can now (Theoretically) add more information to the panel. v 0.2: - Toolbar (Optional) support. Requires an explicit dir structure. - persist window location and show-ness - Show crew count, part count, mass - Sort resources by name - Show command pod issues - Hide extra text for Kerbals on EVA - Explicitly set skin - see http://forum.kerbalspaceprogram.com/threads/65769?p=1017568#post1017568
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