Agathorn
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Everything posted by Agathorn
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Agathorn replied to bac9's topic in KSP1 Mod Development
Well it almost works. Yeah the texture looks odd simply because of the relatively large size of the "blocks" but the UVs still hold up fine. And the overall scaling works, almost. Really if you could just allow all the settings to go a nothc smaller it would work. The biggest problem was the control surface. While I could make it roughly fit in with the winglet, the control surface was longer than I wanted, IE extending farther behind the trailing edge, towards the rear of the craft, than it should. I guess my point is it ALMOST works, so maybe if you could just let it go a tad smaller...? I also have to second the ability to control sizing from CONFIG{}. It is a very important thing for many of the big career mode mods and I would bet you can find some code to use directly for it. -
I have to question the included KCT configs. I don't think it should take nearly 30 years, 10,000 days, to unlock the very first technode after start! EDIT: Others in chat saying it doesn't take that long for them so not sure whats up. This is the first time I ever used KCT so maybe I did something wrong.
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Yes. and no. It is definitely a smart thing to do, and I specifically designed the system so that you can run engine stands. That took a teeny bit of extra work because the game apparently doesn't start the mission clock in those case. Anyway yes definitely worth doing to get those engines more reliable in Kerbin's atmosphere and make launches safer for your Kerbals. That said, bear in mind that all the testing in the world down on the planet won't tell you how an engine runs, or what problems might occur, in space - - - Updated - - - All are possible! If you decide to tackle any of these and need any help let me know.
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So one of the grand plans for TestFlight was that it would keep track of ALL vessels, not just the active one. However I started doing some testing on that today as I work on the GUI to handle multiple vessels, and my heart sank. Vessel.parts returns on empty list on a vessel if it isn't the active vessel. Is there a workaround?
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Just a ping in here to say that I have started on the GUI revamp as voted for. It will be a couple days probably as I tear a lot of pieces apart and put them back together again. I might post an experimental or two to get some feedback on the UI work. In the meantime any bugs or issues with the released versions, please let me know!
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Agathorn replied to bac9's topic in KSP1 Mod Development
This is just outstanding man. Literally the first procedural parts I actually want to use because they don't look like crap. The main note I would like to make right now, after just a few minutes with them, is that they don't scale down to small sizes very well. I was trying to use them as control fins on a .3m rocket and it just wouldn't work. -
You sure? I mean CKAN always fails for me, but I did see RO on there when I tried it. And that was with my KSP 0.90 sandbox selected.
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Hey there TriggerAu, I'm using this framework for TestFlight and it has been a HUGE boon so thank you very much! I noticed though that referencing the UI stuff in your own mods, like ARP, that you have a MonoBehaviourWindowPlus that implements things like Dropdown Lists. Would it be ok to use this code? - - - Updated - - - Ok I should have actually read the posts first before posting my query. Sorry! So I am gogin to go ahead and grab some of your newer GUI code out of ARP if that is cool with you. Bajillion thanks for the GUI leg up.
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Ok so my focus now is going to move to the GUI. I've got some ideas on improving things, and I need to add in things like settings and the ability to see more than active vessel. So yeah, that's where I will be focusing now. But please let me know if any issues that everyone runs into with the current version!
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I got it. Ferram tracked it down in the CKAN metadata. CKAN doesn't work for everyone, it doesn't work for me. So it would be really nice if everything can be installed manually like the old days
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Ok so the Procedural SRB is 100% bugged for me. I don't know if I have a bad install or its a bug in RP-0. I will try to track it down tomorrow. But a fresh game with nothing unlocked. If I try to add a procedural SRB it comes in at a default radius of 1m. But as soon as I try to adjust that radius it suddenly SNAPS to a radius of 0.2m and then that is its new maximum size. It won't go any larger. But when that happens it still has the thrust of a 1m SRB! If I then adjust the burn time, the thrust SNAPS to the proper thrust for a 0.2m booster. And once it has snapped into the proper values, it doesn't have enough thrust to lift a fly off the ground, let alone give my sounding rocket any help.
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Ah ok. Shame. With this new pack I really like the new parts he has got, but I am waaay too busy to go through and balance all the masses and what not. - - - Updated - - - Where does one get the RSS RemoteTech2 ground stations file from these days? I seem to recall it being included, or linked to by, RO but I can't find it now.
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I appreciate your help. I'm wrapping things up for another release, now that I have the repair code pretty much working. I'll see about getting the configs updated. - - - Updated - - - Or at least I thought I Was until I discovered that my math for calculating reliability is all fubared. - - - Updated - - - v0.2.0 Alpha Release This is an alpha release and thus should be assumed to be buggy, and capable of breaking your game and game saves. https://github.com/jwvanderbeck/TestFlight/releases/tag/v0.2.0 New Recorder module, FlightDataRecorder_Resources, only records flight data while the part has stored resources. New Failure module, TestFlightFailure_ResourceLeak, leaks a named or random resource in the part. Initial leak amount, and amount per second can be configured in config node Changes to ITestFlightFailure interface to allow mod authors of Failure modules more flexability Added Tooltips to UI part status that indicate repair requirements for part Don't poll any parts on a new vessel until at least 10 seconds after mission start Made MasterStatusDisplay GUI window a bit wider Documentation updates Fix to bug preventing REPAIR{} nodes from loading and persisting properly Updated all existing failure modules to use new failure API interface Removed old TestFlightFailure_LiquidFuelLeak Failure module. Use the new TestFlightFailure_ResourceLeak instead All new configs to apply TestFlight to Stock Engines and Fuel Tanks. Many thanks to JeffreyCor for the help here. Changed calculation for base reliability based on flight data. Now uses only one variable, reliabilityMultiplier with higher numbers being easier to obtain 100% reliability and lower numbers being easier. Value of 1 puts 100% reliability at 10,000 units of flight data Implemented repair systems, as well as initial repair requirements. Note that some repairs have a part they require for repair. These parts can't be made, yet, but are not required. They are optional and give a repair bonus if present. These parts will soon be available through my companion AddOn MaterialPrinter. (god I wish this forum supported markdown so I could just copy & paste from GitHub)
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So the good news is that it doesn't timeout the transaction anymore if you have really long downloads. I let it go for 2-3 hours? without any problem. However, before it was done I hit cancel to see how it would handle that and as before, it does so very badly, leaving some mods installed and others not, and basically leaving the entire mod install in an indeterminate state. IMHO if it doesn't successfully install every single mod it expected to, then it should roll back to the last good state. EDIT: Actually looks like I spoke too soon. This appears to be a GUI bug only. Upon restarting CKAN the state looked as expected. A visual inspection of GameData confirmed that.
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[1.10.0] S.A.V.E - automatic backup system - 1.10.0-3173
Agathorn replied to Nereid's topic in KSP1 Mod Releases
My GameData directory is like 10gb. I don't want that entire thing being backed up. -
Yes I know how to use it. My point was you either need to transmit it, using a rather large an ungainly antenna that looks ugly sticking out the sides of the sounding rocket, or you have to land and recover it, using chutes that are twice the size of the probe core. In any case I managed to build a rocket with the science package and antenna inside a fairing so it doesn't look ugly. Still wondering why my procedural SRB is maxing out at 0.2m though.
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Reliability is cumulative through all reliability modules. Since the default minimum for a fuel tank is 80% it very much sounds like you are applying TWO reliability modules to it that aren't intended to work together. - - - Updated - - - By the way, any chance of seeing the config that broke it? If you know which one.
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Yeah but look at NK's picture of his first sounding rocket: http://imgur.com/a/mLBeY#1 It shows command cores that I don't seem to have. Plus I am wondering what you are doing to get the science from the probe core? All the parachutes I have are about 5 times bigger than the .3mm sounding rocket parts, and the only antenna I have, the standard Communitron 16 is also very large and frankly ugly looking sticking out the sides. Again not in Nathan's picture so he obviously used some other method. The only thing in your list not in mine is FASA. - - - Updated - - - My procedural SRB seems to max out at 0.2m which is annoying since the sounding rocket core is 0.3m. If there is one thing I hate its ugly rockets and so far thats all I am getting