Agathorn
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KSP2 Release Notes
Everything posted by Agathorn
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So one thing I didn't consider in my previous reply, is the holidays are coming up and I will have free time between Christmas and New Years, so while I make no promises, I might be able to get some good progress over the break. The main hindrance besides KSP updates since Aug, is the old adage that code you haven't looked at in months might as well have been written by someone else That said I just took a look at my code -- and thank for for OSX's Time Machine backups because apparently my GitHub wasn't up to date -- and it turns out I was a lot closer to an initial release than I thought. So I will try real hard to get something out here over the break, though it will be only an initial incomplete alpha.
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Not dead exactly, but unfortunately the work I do comes in spurts where sometimes I am not doing a thing and other times I am working my arse off. Unfortunately the last few months have been the latter, so I just haven't had the time to work on this. It is still on my plate for my next bout of free time. Sorry
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Hey guys thanks for all the replies. Been a busy week at work so I will hunker down and look again at this over the weekend. I may need to strip my code down to basics and see what is going on. I could have sworn this *was* working when I did some initial R&D and now that i'm in the middle of my plugin, it isn't working.
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So I seem to have run into a seemingly insurmountable problem - at least with my own knowledge of things. I have a scenario which is configured to be active in multiple scenes. When it loads the first time, KSP properly calls the OnLoad giving my scenario the chance to load in the scenario data from the save file. But when I change scenes, it appears that KSP is completely dumping the entire scenario and then recreating it, but this time it is NOT calling OnLoad so I lose all my data without the ability to reload it Very specifically it is first loading in the Editor scene, then when you switch to the Flight scene it is being re-created, but no OnLoad is called. Anyone have any thoughts?
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
Remember that most of the engines were re-purposed into the RealEngines so they all have their sizes changed. Some recent KW releases have added a few new engines though which haven't been integrated. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Agathorn replied to RedAV8R's topic in KSP1 Mod Releases
I'm actually building a more complex research and reliability system that will be fully compatible with RO. Since i'm an RO player myself http://forum.kerbalspaceprogram.com/threads/88187-WIP-TestFlight-A-configurable-extensible-parts-research-and-reliability-system -
Hmm odd. I'll try to find a moment to look at that. I don't recall seeing any spam, but I did test it more or less in isolation with just RSS, nothing else.
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Hey all, So I just got back from vacation on Sunday. I'm a little distracted because my Oculus Rift came in while I was gone, and its just amazing, especially in Elite: Dangerous Anyway I did get some time to start digging back into this yesterday. Its always a bit slow getting back into code after a noticeable time away, but I managed to get the API basics working, and tested and it all looks good. Next up I need to get the persistence between instances of parts working, but that shouldn't be too hard. I already did some tests before I started, and i've got the groundwork in place.
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Just got back from vacation. Ok to be honest I got back on Sunday but my Oculus Rift was waiting for me so it sucked some time away Anyway glad to see everything updated for 0.24! @NathanKell: I didn't see my camera fix in the changelog. Are you having any issues with it that I can help with?
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Well you are making me speak ahead of myself, but yes. These AddOns i'm working on now are to build the foundation for an RSS/RO based career campaign that I will be making. RPL is great, and I love it, it just doesn't quite jive with the direction I would prefer to go. So I am working on my own version thereof. TestFlight and the later upcoming tentatively named S.A.M., Scientific Analysis Module, form the core of my future campaign.
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TestFlight A configurable, extensible, parts research and reliability system for Kerbal Space Program (KSP). What Is TestFlight? TestFlight is a persistent, parts based, research and reliability system. It gives you a reason to do test flights of your rockets. Test flights let your engineers generate flight data, which can then be analyzed to further improve the reliability of your rocket parts. Flight data generated on a part is persistent, and carries over to new rockets flown with those parts. In a nutshell; Fly your parts more, generate flight data, get more reliable parts. But TestFlight is much more! License TestFlight is released on the Creative Commons 4.0 by-nc-sa License. http://creativecommons.org/licenses/by-nc-sa/4.0/ GitHub - Source Code https://github.com/jwvanderbeck/TestFlight Bug Tracker https://github.com/jwvanderbeck/TestFlight/issues Releases https://github.com/jwvanderbeck/TestFlight/releases v0.1.0 Alpha https://github.com/jwvanderbeck/TestFlight/releases/tag/v0.1.0 v0.2.0 Alpha https://github.com/jwvanderbeck/TestFlight/releases/tag/v0.2.0 v0.2.1 Alpha https://github.com/jwvanderbeck/TestFlight/releases/tag/v0.2.1 v0.3.0 Alpha https://github.com/jwvanderbeck/TestFlight/releases/tag/v0.3.0 v0.4.0 Alpha https://github.com/jwvanderbeck/TestFlight/releases/tag/v0.4.0 v0.4.5 Alpha Stock: https://github.com/jwvanderbeck/TestFlight/releases/tag/0.4.5-Stock RealismOverhaul: https://github.com/jwvanderbeck/TestFlight/releases/tag/0.4.5-RealismOverhaul v0.4.6 Alpha Stock: https://github.com/jwvanderbeck/TestFlight/releases/tag/0.4.6-Stock RealismOverhaul: https://github.com/jwvanderbeck/TestFlight/releases/tag/0.4.6-RealismOverhaul v0.4.6.1 Alpha Stock: https://github.com/jwvanderbeck/TestFlight/releases/tag/0.4.6.1-Stock RealismOverhaul: https://github.com/jwvanderbeck/TestFlight/releases/tag/0.4.6.1-RealismOverhaul v.0.4.6.1 Alpha Release ShutdownEngine failure should now also shutdown the visual effects playing with certain mods like RealPlume/Smoekscreen ShutdownEngine failure now uses the common EngineModuleWrapper ReducedMaxThrust should now work properly with RF/MFT or any other ModuleEngineConfigs based mod TestFlight now has AVC .version files. It does not include miniAVC, but if you are using the full AVC mod (which I highly suggest because its awesome) you should now be notified of updates TestFlight now generates CKAN files so should be on CKAN soon FIX Fixed a bug in Failure modules that was preventing the `duFail` and `duRepair` properties from working. Unfortunately due to the way KSP works, you will need to create new craft for this fix to take effect. Any existing craft or saved .craft files will not work. v.0.4.6 Alpha Release FIX #21 When triggering a random failure, skip ones marked as disabled FIX #22 Only add positive flight data. Should resolve issue with 0 or negative du showing in MSD NEW #23 Parts can now gain bonus flight data when they fail, and when failures are repaired. After all, we're supposed to learn from our failures! New properties `duFail` and `duRepair` added to Failure modules and implemented automatically by the base class. NEW #26 Failures can be "one-shot" which means the bad stuff from the failure happens but the part is not placed into a failed state and continues to operate (if possible). New property `oneShot` added to Failure modules. NEW #29 Support for EngineIgnitor mod. The IgnitionFail Failure Module can optionally restore a used up ignition when it fails. New property `restoreIgnitionCharge` added to TestFlightFailure_IgnitionFail Module FIX EngineCycle Reliability was incorrectly modifying Base Failure Rate, and was being enabled when it should have been. Both issues fixed. NEW #31 Instead of defining a reliabilityCurve for every one of the possible 33 scopes, even when they were the same, a "default" scope curve can now be used and TestFlightReliability will use the default scope if a specific one is not found. [RealismOverhaul] Removed accidental double definition of Aerobee-150. [RealismOverhaul] Re-added use of IgnitionFail failure after bugs were fixed. [RealismOverhaul] Added large chance of ignition failure to X-405 Vanguard. [RealismOverhaul] WAC-Corporal/Aerobee Line, X-405, and AJ-10-37/42 all use EngineCycle Reliability now, which defines a "bathtub" curve for reliability over the expected operating cycle of the engine, based on real manufacturer specs. This means the engine will have an increase in failure rate for the first few seconds of operation, smooth out to normal Base Failure Rate for the "Rated Burn Time" of the engine, and the the failure rate will slowly start increasing as the engine exceeds the manufacturer's "Rated Burn Time". Rated burn times: WAC/Aerobee: 47 seconds, X-405: 145 seconds, AJ-10-37/42:L 115 seconds. v.0.4.5 Alpha Release All TestFlight modules can now use a new property configuration. If specified TestFlight will only enable that module if the part's currently active MFT/RF configuration matches the specified value. This allows configuration of ModuleEngineConfig parts as if they were their own separate parts. DataRecorder runs off operatingTime now and therefore will not record data if the part is in a failed state API: Added new methods for retrieving TestFlight modules on a part. New Module: Added new Failure module, TestFlightFailure_IgnitionFail which is works a bit different than most, and would be considered a FailureTrigger module. It monitors for an engine to change states from not ignited, to ignited, and applies a chance for that ignition to fail. This chance is based on FlightData and the curve can be configured in .cfg file. Initial configs for RO starting with the WAC-Corporal/Aerobee engine line. operatingTime is no longer capped at MTBF so parts can still fail after MTBF has passed Added new class to TestFlightAPI to wrap up the annoying duality of ModuleEngines and ModulesEnginesFX New property added to all Module Interfaces `TestFlightEnabled` determines if the module is currently running under TestFlight Fixed bug with "0 time to repair" failures not giving the Repair Button Fixed bug with failures that had no repair config breaking the system Added Technology Transfer system that allows partial flight data to transfer from one part to another part that is considered to be a related technology path. Swapped to using System.Random for random numbers since apparently KSP spews out the same random sequence each time you load a game. Added instance of System.Random to TestFlightCore and TestFlightManagerScenario for use by other modules. Fixed issue #16 - parts continue to accrue operating time even when failed Fixed issue #19 - operating time wasn't respecting IsPartOperating More adjustments to MSD window size to avoid horizontal scrolling Updates to build system to allow building Stock and RealismOverhaul configs as needed v0.4.0 Alpha Release Rewrote core scenario code. TestFlightManagerScenario is now only a data store for the persistent data, and contains no appreciable game logic Redesigned TestFlightCore API to accommodate both the new "push" method as well as upcoming changes to the underlying reliability and failure architecture Flight Data and Flight Time now stored as doubles Implemented brand new Test Flight API Changes to ITestFlightCore interface Changes to ITestFlightDataRecorder interface Changes to ITestFlightReliability interface Core system refreshes status more often now that there is less of a performance hit Changed method of configuring how FlightData converts into Reliability in the config files. This is now done using a FloatCurve which allows the modder to make it as simple or as complex as desired Fixed a bug that caused reliability to not load properly when going through the VAB with a craft Fixed a bug causing "sub" modules to load before the Core and therefore never attaching properly Added new Editor Window to see part's flight data and reliability while building Defer loading of prefab data to Start() in case KSP is being slothful. Should fix reliability not loading correctly in Flight. Initial implementation of new MTBF system MSD now shows MTBF MSD now shows Failure Rate Make font in MSD smaller, and adjusted window to accommodate new data Updated settings pane in MSD to remove no longer used settings, and rename/tweak ones that are left. New Reflection Interface for other mods to integrate with TestFlight. This is still a WIP and feedback is more than welcome. Fix issue #11 - Settings Dropdown List hard to read Fix issues #14 - Data rate multiplier being incorrectly applied and giving zillions of data units (or none!) New API methods to allow repairs to take time to complete Expanded Reflection Interface and API MSD can now show failure rate in addtion to MTBF failure rate in MSD now properly shows the 'worst' momentary failure rate DataRecorder modules can now control when a part is considered "operating" Mission time is now calculated from activation of first stage, not from MET which KSP does not start until you leave the pad. This means two main things. Engine test stands are a thing The practice of igniting your first stage before releasing the launch clamps is a good one, to ensure you engine(s) are ignited and running properly. [*] Added new Reliability module that increase the failure rate of an engine for the first 5 seconds after ignition. This is also a sample of the power of the new system to do things like this! Currently enabled on liquid engines. [*] Added new API methods to control flow of Flight Data SetDataRateLimit() SetDataCap() [*] Changed failure checks to be a constant chance of failure, rather than increasing towards MTBF [*] Added Travis CI integration for continuous integration testing of commits, and automated builds. [*] TestFlight configs are now built in JSON and then compiled to standard ModuleManager config format upon build and release. This standardizes the configs, as well as makes them easier to write by removing redundancy and allowing re-use of setups. v0.3.0 Alpha Release Added entirely new Master Status Display (MSD) for TestFlight Added settings window for configuring TestFlight settings in game Added ability to independently toggle on or off various pieces of part status in the MSD Added new compact in flight HUD that can be toggled on/off and positioned as desired MSD can be either docked, or unlocked and moved around MSD now scrolls if there are too many parts to fit MSD height is adjustable Settings pane broken into multiple pages so as to not require a huge window Repair Requirements tooltip is now color coded for clarity and quick assimilation of data Fixed spelling error in settings dialog Added button to "acknowledge" a failure. This will clear it from the Flight HUD and the MSD if set to show only failed parts, but will not repair the failure. It will still remain in the full MSD list (If the show only failed parts setting is OFF) Added the failure title to the tooltip of the Flight HUD Rebuilt ScenarioModule to provide a more reliable data store v0.2.1 Alpha Release Fixed Master Status Display not showing some failures Fixed configs for stock parts v0.2.0 Alpha Release 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 flexibility 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. How You Can Help At this stage while TestFlight is under early development, there are three important ways that other KSP players can help out. Ideas - If you have any ideas for Failure Types or Recorder/Reliability modules please post! By fleshing out the system now with different modules, we can help ensure the API is solid for the future. Build Modules. If you are a KSP Modder, I would love some extra help in writing modules for the system. They are very easy to make. If you are interested in helping please let me know. Make ModuleManager Configs. If you know how to make config files, I could sure use some help adding configs for both Stock/Stock-alike parts, and Realism Overhaul. Please let me know! Testing. As alpha releases are made, you can help out by testing them out and reporting any bugs via the Issue Tracker on GitHub, and any feedback, questions, or discussion on how the system works here in this thread is most welcome. FlightData The more you fly parts, the more flight data they record, which in turns improves reliability. As stated, this is persistent. That means that if you launch a "Super Rocket 1" with a Mainsail engine, that mainsail generates let's say 10,000 units of flight data during the flight. Now you go back to the VAB and build "Super Rocket 2" which also uses the mainsail. That instance of the mainsail starts with 10,000 units of flight data already from the earlier flight. That means test flights make your rockets more reliable! Reliability and Failures TestFlight calculates reliability using the flight data recorded by a part, based on various criteria and mathematical equations. It will periodically make failure checks against this data and if a part is determined to have failed, it will generate failure events. TestFlight is Configurable and Extensible The real beauty of TestFlight is that it is extremely configurable by the end user, or by mod authors who want to integrate it into their own mods. TestFlight works on a series of pluggable PartModules that give full control over how reliability is calculated and what failures are possible - all on a per part basis if desired. Further more, all of the various options can be configured by the user or mod authors, such as minimum and maximum reliability ratings, failure rates, repair costs, and more. On top of all that, TestFlight comes with a public API that allows mod authors to further extend the system! Mod authors can easily add additional failure types, or change how flight data is recorded, or how reliability is calculated. The API for example could allow a mod author to easily extend the system to penalize the reliability of individual parts as they get old. TestFlight - A First Look Master Status Display Introducing the TestFlight Master Status Display (MSD). The MSD is how you track the status of TestFlight enabled parts on your vessel. It lets you see, at a glance, the status of all the parts, their accumulated flight data, and any failures that have occurred. Documentation for Modders If you are a KSP modder interested in extending the TestFlight system to add your own Recorder, Reliability, or Failure modules, please see the additional documentation here: http://forum.kerbalspaceprogram.com/threads/88187-WIP-TestFlight-v0-1-0-Alpha-A-configurable-extensible-parts-research-eliability-system?p=1635489&viewfull=1#post1635489 Sample Part Config Moved sample config into Modder documentation to save space in main post.
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How to spawn part or ship like Kerbals?
Agathorn replied to flywlyx's topic in KSP1 C# Plugin Development Help and Support
You should take a look at the source for Interplanetary Launch Pads since it basically does this. -
How Do I Change Funding Amount ?
Agathorn replied to Cdr_Zeta's topic in KSP1 Gameplay Questions and Tutorials
There are mods. -
You will want to look at this post from Mu about the introduction of PartModule, ConfigNode, KSPField, etc.. basically all the things you want to do. That said be aware that the developers examples do not work! LOL I know it sucks but its still good reference for 90% of it then you have to fight the rest of the way. But between this post and the one I linked earlier, all the information should be there. http://forum.kerbalspaceprogram.com/threads/7529-Plugin-Posting-Rules-And-Official-Documentation?p=156430&viewfull=1#post156430
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If all you need is simple types, like string, or float, then you can just make them KSPFields. If you need to go more indepth, you need to use custom classes that implement IConfigNode. You can see my adventures learning this here: http://forum.kerbalspaceprogram.com/threads/86815-Unable-to-read-part-cfg-data-when-part-is-added-to-vessel
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Guys this is really no different from what Blizzy's toolbar does and most every one of you uses that. It just pings a server to see if there is a new version.. That is all.
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I'll look again. I was NOT using PP. I was at first just using RF alone to make sure it was working, then I added TweakScale so I could fix the bug in TweakScale (Though turns out the author fixed it in the time between when I forked it and submitted a PR lol), and everything seemed to be fine. However I did not play with it extensively so I might have missed something.
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I recompile KSPApi as well.
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What problems are you having? I'm running with a locally compiled RF and I haven't noticed any issues.