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Agathorn

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Everything posted by Agathorn

  1. No on mission control. - - - Updated - - - And of course now that I try to reproduce it, it doesn't happen.
  2. Well I am obviously biased That said, I feel my mod will be very easy for both player's and developers alike, especially as it matures. Maybe you would be interested in helping out on this side? - - - Updated - - - Right now the only scene it should probably work in is Flight and Map, mainly because I have done little to no testing, or UI for, multi-vessel tracking. I'll take a look at your log here in a little bit. - - - Updated - - - Ok so nothing is jumping out at me in your log, though I think most of the Debug statements I would be looking for I have unfortunately turned OFF at the moment lol. I do notice you are using Blizzy's toolbar, which I don't support yet. Do you still have the stock applauncher as well? Do you see the TestFlight Icon in it if you do?
  3. Putting it to a torture test right now. Me and my 100kbps download speed. - - - Updated - - - Well 20 minutes later and it is still going so thats a step in the right direction!
  4. Didn't RO used to support B9? I don't see it on the list anymore. Am I crazy or was support removed? Any reason for not supporting B9 besides the obvious "Its freaking huge and a lot of work"? Also Bac9 has released some B9 Procedural's now that are probably the first Procedural wings to actually LOOK good.
  5. I can get a more complete report if you want, but it seemed really simple. I am in a brand new game, so doing the things like "launch a vessel". I'll build a rocket in the VAB, do simulate and see the contract complete. I end the simulation, then schedule the rocket for completion but contract stays completed. A first guess is since things like that, and the altitude records, are handled as "Achievements" maybe that is throwing a loop on things?
  6. This has probably already been reported, but just in case it hasn't...It looks like contracts get completed while you are simulating and don't reset after the simulation is done.
  7. If it isn't showing up, it sounds like it isn't detecting any parts with TestFlight status. Could be your configs if you have been making your own, or could (likely) be a bug. Can I get a full dump of your log on Dropbox or something?
  8. I have my suspicions as well. With nothing unlocked, I can't even seem to build a very decent looking sounding rocket. Certainly I can't build the same thing as in NathanKell's album. EDIT: NathanKell mind saying what parts packs you had installed to build the rockets in your album? Right now I am running with the absolute minimum, only required mods for RO/RSS and Required + Recommended for RP-0
  9. Hey all, Anyone know if there is a way I can make a given part that has resources in it, not be able to feed those resources to any other part requesting it? I just want to affect the one part,so I don't want to change the overall resource flow. I just want that one part to essentially act like it has no resources in it, but I don't want to remove the resources.
  10. Wow HAS Category..that is cool! Thanks JeffreyCor those are helpful indeed. Its no surprise ModuleManager is by far the most used KSP AddOn. It really is amazingly powerful.
  11. Added a list of current available core TestFlight modules to the Original Post, and here as well for reference: Current Core Modules While the system can be extended by other mods, TestFlight itself ships with a core set of modules. This is its current state. Core Data Recorder Modules FlightDataRecorder - Records data at a low rate at all times FlightDataRecorder_Engine - Records data only when an engine is active and thrusting FlightDataRecorder_Resource - Records data only while the part has stored resources. Once empty (with threshold) it stops recording data Core Reliability Modules TestFlightReliability - Standard reliability calculation based on flight data. Reliability calculated on an increasingly sharper curve. Core Failure Modules TestFlightFailure_Explode - Part explodes when failure occurs TestFlightFailure_LiquidFuelLeak - Part leaks LiquidFuel when failure occurs. A large initial leak followed by a small per second leak until repaired. TestFlightFailure_LockGimbal - The engine's gimbal fails and gimbal range is set to 0 until repaired TestFlightFailure_ReducedMaxThrust - The engine's maximum thrust is reduced by 50% until repaired TestFlightFailure_ResourceLeak - Part leaks either a random stored resource, or a specified one. Large initial leak followed by a small per second leak until repaired. TestFlightFailure_ShutdownEngine - Engine shuts down until repaired and restarted. NOTE Some of these are coming in the next release. - - - Updated - - - Added a poll to help me focus my time after I finish up the current work on fleshing out the repair system. I would appreciate everyone's thoughts. Thanks for your support!
  12. While I doubt I would ever use this, and it seems really basic, KUDOS for seeing a problem, learning how to fix it, and then sharing that with everyone. The world needs more people like you!
  13. Would it be possible please to get a bit more information on using your API from another mod? I'd like to add some TestFlight modules to support this mod. Basically how would I go about getting the current cell that the vessel/part is in, and then calling your API with that cell?
  14. Oh very cool! Like I Said still learning the real tricks and power of MM so I didn't know you could do that! Just remove the TestFlightFailure_Explode module from the part you don't want to have any chance of exploding. Basically the system will select from any failure module on the part, so just put on only the ones you want it to choose from.
  15. Well you get too broad with the matching and things might get .. weird. Like you can apply the config to everything with an Engine module, but then you aren't distinguishing between Solid Rockets and Liquid Rockets, which you should. Also I think a more fun setup will have some engines more reliable and some less. I think providing large sweep configs is certainly doable and I will try to get to that point for popular parts pack, but I also think that in the end the best experience will come from tighter tuning and integration from authors. BTW I remember now why I had separated them. At the time I was unsure how to apply a config only to liquid engines and another to solid rockets, and I wanted them to have different base reliabilities. So I split them into manual entries rather than a wildcard. I am still learning ModuleManager. I know now I could have done something like @PART[liquidEngine*] but I didn't know that at the time. - - - Updated - - - Thank you very much. Still early days and a lot of work to do. - - - Updated - - - Please let me know if you run into any issues or have feedback once you have tried it out. Still a lot of work to do, and there are no doubt tons of bugs at this point
  16. I think this is my part in not explaining it well, or maybe giving a bad example not fleshed out enough. This isn't "Take resource A and B and Convert it to C". Its "From an available base of 3 or 4 available resources, make one of a list of things on the fly as needed". Just like its real life analogue on the ISS, the point is why bring up tons of different items that you might need, when you can bring up tons of raw resources and convert them to what you do need, when you need them. This Mod was made for two reasons: 1) There are various "Physical Item" resources like "SpareParts", "RepairParts", etc used by various mods out there. What if you are using more than one of them? With the 3D printer you can just carry your raw materials and "Print" whichever of those "Phsyical" resources you need at the time you need it. 2) I want to use this for my other mod, TestFlight, to provide a bit more "realism" in repairs of parts. So if a Gimbal on a thruster fails, maybe it will require you to fix it by replacing a "Hydraulic Piston" or if a fuel leak occurs in a tank you might need a spare "Fuel Line". I personally find that more enjoyable than "Use 5 Spare Parts", but asking a player to cart around buckets of Fuel Lines and Hydraulic Pistons is a bit much. With a 3D printer they can just carry the raw materials and print up that Fuel Line when they need it, or print up that Piston when they need it.
  17. By definition if something is easy then you should be able to figure out how to do it. What "rubs" people the wrong way is people saying so and so is easy which belittles the amount of time, effort, and learning, they have spent to figure out how to do things. It seems I most often hear the "It should be easy" statement the most from the people with the least bit of clue as to how easy or hard something truly is. It took you how many posts? 4? 5? to get a part pointing the right way in Unity. I assure you that building a robust realistic paint weathering system is infinitely more difficult in comparison.
  18. You could argue that and you wouldn't be wrong. But context and presentation is everything. I don't want a mining machine part electrolysis for my crew, and why would I want an electrolysis part making wrenches and thruster nozzles? Plus obviously there are differences in user interface and just plain parts and design. And besides, its thematically relevant
  19. Totally, and in fact that was how I started. I actually don't recall why I split them out.
  20. HextecH Industries proudly presents a breakthrough in on-orbit .. stuff. Tried of carrying tons of various parts and pieces in case you might need Widget A, or Bob Z. What happens if you need two Widget A's and no Bob Z's?! 3D Printing to the rescue. Now you can carry base powdered resources like Steel, Bronze, and Plastic, and 3D print exactly what you need on-demand on-orbit. Or wherever else you might be. We won't judge. What Is It? Material Printer is a very simple AddOn that can easily be incorporated into other mods. The intention is to provide one Player Friendly way of generating various physical "things" that might be needed such as SpareParts for Dangit! or RepairParts for Mission Controller, or whatever else is out there. The concept is simply and can be custom applied to any parts you desire. I will try and release a few "All Complete" packs for end users, but my hope is other modders will also pick this up and run with it for their own uses. License Creative Commons Attribution-ShareAlike 4.0 International License http://creativecommons.org/licenses/by-sa/4.0/ Source Code https://github.com/jwvanderbeck/MaterialPrinter Releases https://github.com/jwvanderbeck/MaterialPrinter/releases v0.1.0 Alpha - https://github.com/jwvanderbeck/MaterialPrinter/releases/tag/v0.1.0 Universal Storage Pack Example - v0.1.0 Alpha - https://github.com/jwvanderbeck/MaterialPrinter/releases/tag/v0.1.0US The Universal Storage Pack is an example implementation that I can flesh out more upon request. It requires the base Universal Storage Mod (http://www.kingtiger.co.uk/kingtiger/wordpress/universal-storage-a-mod-for-kerbal-space-program/) be installed, and creates US Wedges for the Printer, raw materials, and a storage wedge. The printer is configured to print SpareParts. I hope I read the US license properly. It appears to allow this usage, but if I am incorrect I will take that example pack down. The Details In general you use three parts: 1) The Printer - This is just the printer which does the work and provides a printing UI for the user. It doesn't store any resources, or final products. Though if you wanted to be all cheaty you certainly could put those pieces on here as well. 2) Material Bins - These are storage containers containing a Powdered Resource such as PowderedSteel, or PowderedPlastic. Ok in fairness this could be ANYTHING but stick with the theme here! Again you could be cheaty and make one bin hold a ton of everything, but I say its cooler to have reasonable bins that each hold a specific material 3) Product Storage - These storage parts hold the final printed part. If you wanted to combine this with the printer itself it probably wouldn't be all that much of a cheat, but stop cheating! In all seriousness the system is uber flexible so do what you want, but the outline above is the "intended" use. For the prototype I used Universal Storage (a most awesome mod) and I found it fits the system like a hexaglove. Printer in one wedge, wedges for storing materials, and a wedges for storing final products. Genius! In addition I think its best to stick to standard resources so that they, well, become standardized. Real 3D printers work in various ways but I modeled this system after Shapeways. Their printers basically use powdered forms of plastics and metals and bond them together. Proposal: PowderedSteel, PowderedBronze, PowderedPlastic Possible Additions: PowderedGold, PowderedBiomass Adding the Printer Module to a Part First you need a printer. So add it to the part you want, and define what products you want to be able to print, and what materials you want it to require. Example Printer Config MODULE { name = MaterialPrinter PRINTED_PRODUCT { productName = SpareParts PRINTED_PRODUCT_MATERIALS { requiredResourceName = PowderedSteel requiredResourceAmount = 6 } PRINTED_PRODUCT_MATERIALS { requiredResourceName = PowderedBronze requiredResourceAmount = 4 } } } Add Resources to Storage Containers Really you are already done, but you do need to make sure that parts exist to store the materials used, and final products. So simply make sure you add the proper resources to those parts. Examples follow. Example Storage for Final Product SpareParts RESOURCE { name = SpareParts amount = 0 maxAmount = 10 } Example Storage for Materials RESOURCE { name = PowderedBronze amount = 100 maxAmount = 100 } - - - Updated - - - Added example pack pack based on Universal Storage
  21. When you say compiling the yaml didn't work, do you mean you couldn't get it properly compiled, or that the compiled version didn't work properly?
  22. Excellent, thanks. Then I will just start using it and see how things go from there
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