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  1. Hey, don\'t talk about majoring in physics, I\'m just a 13-year old in 7th grade that knows more about orbits than my science teacher ;P. And all of that came from KSP. I also landed on the Mun at least 6 times before patched conics. (I also got a 76% average in Spanish, but I know more than most of my classmates. I got a 76 \'cause I didn\'t do most of my homework \'cause of KSP. :-[) I really think this is almost as intuitive as it gets. The MOST important part of the game is the beginning. Thats where players are introduced to the game mechanics (not literally ). Its not when you suddenly get a calculator and it tell you to do this. Players are not interested in the main story right now. They are going to be getting used to the controls/what to do. The best advice about the beginning you can get is: [glow=red,2,300] MAKE NO ASSUMPTIONS ABOUT THE PLAYER.[/glow] The player might not even know that Kerbin is round. Or he might be Stephen Hawking. But NO MATTER who they are, they get KSP easily. This is why we like KSP. And keep up the good work, HarvesteR & co. P.S I agree with not having all the instruments/tools at the beginning of the campaign.
  2. Welcome to the 0.15 patch. I want to outline a number of new bits that have come in and show you how to use them. These bits have filtered down from the new code which has been written to be easier to work with and easier to expand. Please note that modding functionality has not changed at all. You can continue to use whatever interface you were doing and everything currently should be backwards compatible. However we are moving away from functional code in Part for reasons outlined below. What and why Firstly however I want to talk about the reasons for the change so you can understand (and comment on) the direction moving to 0.16 and beyond. Originally KSP was designed as a single-vessel orbital physics game. As the success of the project increased people obviously wanted more and so more features were added into the code. Multiple vessels, etc. The community plugin development also wasnt originally planned and was tacked on at some point. All these factors combined means that the core code is not easy for us to expand upon or easy for you lot to write plugins for. No doubt we all have big plans for KSP and to implement them properly we need to expand the base and make it fit for purpose. So the plan has been to abstract what a Part and a Vessel actually are. A vessel is a collection of connected parts, but with some orbit stuff tacked on. A part is a physical object which can be connected to another, also has some code tacked on too. Therefore.. - Part gets split into Part (model & physical connection) and PartModule (functional code). - Vessel gets split into PartAssembly (a list of Parts) and Vessel (some orbit stuff). Having PartAssembly seperate from Vessel means that we can create other types of groups of parts. Internal spaces, virtual cockpits, kerbal personalities, buildings, etc. Thus one editor screen can function as an editor for all types of assembly. Having PartModule seperate from Part means we get to a smaller group of core parts which just define types of attachment logic and they can be have many (or none) code behaviours layered onto it. 'All very well and good', you say, 'but its a complicated horrible mess of interconnectedness how are we gonna deal with that? Eh? Eh?!'. A fine question, ignorance is bliss, data and structure should be on a need to know basis. Having to learn how a specific thing works is a chore. So to deal with this is an in built event messaging system. It deals, from your point of view, in strings. (It doesnt ofc, it uses pre-reflection and ints for lil extra performance). Basically a PartModule, Part or Vessel can send messages to things and recieve events from things. A code module ideally should be coded that it is ignorant of anything outside it. There are cases where you may want a group of modules to communicate with eachother, these can either be done with the messaging or ofc through direct references as before. Defining attributes in your module code of KSPEvent (on methods) or KSPField (on fields) exposes that event/field to the internal reflection. These attributes also contain data for linking the event/field to the part action gui. You can also alter the values for your event and field attributes at runtime to control the flow of your code. That last bit sounds confusing. When you see it in action later it\'ll sink in. Lastly we need a simple, easy and powerful way of defining configuration files. For this purpose ConfigNode was born. Its an incredibly simple recursive node/value list and can be used a few ways. It contains all the code for reading and writing all the config files for the game. PartModule So, the long awaited PartModule class. This is a piece of code which can be attached to any Part in its config file. You can add as many as you like and add multiple of the same type should you need to. They are added to the Part GameObject itself and you still have access to part and vessel directly from PartModule. PartModules are very simple and currently contain only 6 overrides (compared to Part\'s.. err.. 34). Here is a PartModule showing all of its overrides in place... public class ModuleTest : PartModule { /// <summary> /// Constructor style setup. /// Called in the Part\'s Awake method. /// The model may not be built by this point. /// </summary> public override void OnAwake() { } /// <summary> /// Called during the Part startup. /// StartState gives flag values of initial state /// </summary> public override void OnStart(StartState state) { } /// <summary> /// Per-frame update /// Called ONLY when Part is ACTIVE! /// </summary> public override void OnUpdate() { } /// <summary> /// Per-physx-frame update /// Called ONLY when Part is ACTIVE! /// </summary> public override void OnFixedUpdate() { } /// <summary> /// Called when PartModule is asked to save its values. /// Can save additional data here. /// </summary> /// <param name='node'>The node to save in to</param> public override void OnSave(ConfigNode node) { } /// <summary> /// Called when PartModule is asked to load its values. /// Can load additional data here. /// </summary> /// <param name='node'>The node to load from</param> public override void OnLoad(ConfigNode node) { } } Looks rather simple doesnt it and thats because it is. Its not set in stone and if we need more we can add them. In reality I hope you only have to use very few of those overrides for any given module. Most of the loading and saving will be taken care of KSPField attributes unless you want to save complicated stuff. You can use any Unity MonoBehaviour method apart from Awake. You can use OnDestroy as a destructor. Update and FixedUpdate are perfectly fine (you should check if the part is controllable first). There is no guarantee of having a rigidbody attached in the standard FixedUpdate. Example #1 - KSPEvents and KSPFields So lets look a more complicated example with communication between two modules and some KSPEvent/KSPField malarky. Here is ModuleCommand. It would sit on a command pod and scream orders to everything else. In this case it just screams one order, InputGearToggle. public class ModuleCommand : PartModule { public override void OnUpdate() { if (FlightInputHandler.state.gearDown || FlightInputHandler.state.gearUp) { part.SendEvent('InputGearToggle'); } } } The key feature of ModuleCommand is part.SendEvent(evtName) this tells its host part to send an event into the assembly. The Part sends the event to all of its modules and all of its attached neighbours, who in turn send it to their modules, ad infinitum. So we need something to respond to that order. Here is ModuleAnimatorLandingGear. Technically it doesnt animate anything. It just changes a float from 0 to 1 and renames its gui event to reflect its current state. public class ModuleAnimatorLandingGear : PartModule { [KSPField] public float gearExtension = 0f; [KSPEvent(guiActive = true, guiName = 'Toggle Gear')] public void InputGearToggle() { if (gearExtension == 0f) { gearExtension = 1f; Events['InputGearToggle'].guiName = 'Retract gear'; } else { gearExtension = 0f; Events['InputGearToggle'].guiName = 'Extend gear'; } } public override void OnLoad(ConfigNode node) { if (gearExtension == 0f) { Events['InputGearToggle'].guiName = 'Extend gear'; } else { Events['InputGearToggle'].guiName = 'Retract gear'; } } } Plenty new going on here! We have one field, gearExtension which has the KSPField attribute applied. This makes this field persistant and it will be written to/from any saves as required. After KSPFields are parsed by PartModule then the OnLoad method is fired. As we have nothing else to load, we use OnLoad as a method for working out what to do with our data. In this instance that means setting the event gui name to be correct. The limitation for adding the KSPField attribute is that it can only be applied to classes which implement the IConfigNode interface (more on this later) or one of the types; string, bool, int, float, Vector2, Vector3, Vector4 or Quaternion Here KSPField attribute from the game source.. /// <summary> /// Attribute applied to fields to make them persistant or available to the part action GUI /// /// Automatic persistance can only be applied to types which implement the IConfigNode interface or /// one of the following.. /// string, bool, int, float, Vector2, Vector3, Vector4 or Quaternion /// </summary> [System.AttributeUsage(System.AttributeTargets.Field | System.AttributeTargets.Property, AllowMultiple = false)] public class KSPField : System.Attribute { /// <summary> /// Is this field persistant? /// </summary> public bool isPersistant; /// <summary> /// Is this field active on gui /// </summary> public bool guiActive; /// <summary> /// Is this field active on gui /// </summary> public string guiName; /// <summary> /// Is this field active on gui /// </summary> public string guiUnits; /// <summary> /// The gui format string for this field (D4, F2, N0, etc). Blank if none /// </summary> public string guiFormat; /// <summary> /// string category id /// </summary> public string category; public KSPField() { this.isPersistant = true; this.guiName = ''; this.guiUnits = ''; this.guiFormat = ''; this.category = ''; } } The method InputGearToggle has the KSPEvent attribute applied. This makes this event able to be internally reflected and recieve events thus is the entry point for most functionality. It will be fired in response to the ModuleCommand\'s part.SendEvent. KSPEvent also makes this method available to the gui in form of a labelled button. You can change the guiActive, guiName or any other KSPEvent value at run time by using the Events list. Here is the KSPEvent attribute from the game source.. /// <summary> /// Tells the compiler that this method is an action and allows you to set up /// the KSP specific stuff. /// ** REQUIRED BY ALL ACTION METHODS ** /// </summary> [System.AttributeUsage(System.AttributeTargets.Method, AllowMultiple = true)] public class KSPEvent : System.Attribute { /// <summary> /// The external name of this action /// </summary> public string name; /// <summary> /// Is this action assigned as the part\'s default? /// * Will override any previous default * /// </summary> public bool isDefault; /// <summary> /// Is this action initially active? /// </summary> public bool active; /// <summary> /// Is this action available to the user? /// </summary> public bool guiActive; /// <summary> /// The guiIcon name (guiAction must be true) /// </summary> public string guiIcon; /// <summary> /// The gui name for this action (userAction must be true) /// </summary> public string guiName; /// <summary> /// A string category id so can display all actions of certain types /// </summary> public string category; public KSPEvent() { this.name = ''; this.isDefault = false; this.active = true; this.allowStaging = false; this.autoStaging = false; this.guiActive = false; this.guiIcon = ''; this.guiName = ''; this.category = ''; } }
  3. Actually, the links I\'ve posted says that changing all the water at once is bad for the fish. You\'re supposed to swap a quarter of the tank water out per week, using a siphon to clean up poo and dirt as you drain it. They also talk about the right temperature and PH you need for the water. It doesn\'t seem like betta\'s need a filter or aeration system. You need to do your homework completely.
  4. I am aware of Alpha Centauri, so I\'m oversimplifying (a Science teacher - my default explanations are the ones for 12 year olds, and I actually find that this is a good level to pitch it to for the general public [because there is such a variation in levels of understanding about Science]). Actually, if we want to be technical, the nearest star to the Sun is actually PROXIMA centauri; however, without a telescope you won\'t be seeing that one (as it\'s just too faint); so few people outside the Scientific community know of its existence. So I just shrug my shoulders and talk about Alpha Centauri, since lots of people know about that one (pick your battles, I say! ) As for Betelgeux/Betelgeuse: We can actually spell it any way we like (as it\'s a transliteration from Arabic, not an English word!). I prefer to use Betelgeux, though, because 1) It\'s closer to how an Arabic-speaking friend pronounces it; the terminal X gives a nuance to it that I like; and 2) Putting an X at the end is aesthetically pleasing to me - gives the name a little touch of mystery! Absolutely. And this is something that many people fail to grasp about space exploration - it\'s a moving target. Yes, planets and stars have billion-year-plus lifespans, but that doesn\'t mean that the universe is changeless! The light that gets to us from Betelgeux was actually emitted from the star 640 years ago today; and there\'s a significant chance that some time in that 640 years the star actually went supernova. We just have no way of knowing.
  5. The point was that almost every generation in the history of humanity thought that the previous generation are stuck up old farts and the next generation are lazy, frivolous and doomed... Its just human nature. The idiots you talk about will change, or the society will change to suit them. And they will complain about their kids: 'These kids today, spending all day jacked to their neural interfaces instead of using cell phones to go online, it\'s unnatural I tell you.' And there will be others who will lament the passage of the good old days when communication was so much frendlier when people sat in front of a computer and posted stuff on forums.
  6. Well, Red, you are just Mr. Negative aren\'t you? Talk to me about your VTOL when you can land it on the KSC tower. The batteries are because I converted the engines to run off of electricity.. not realistic I know, but i was going for a ship that could actually fly like an extra-terrestrial ship, so I wanted more duration than the standard fuel tanks would give me.
  7. LOLOLOLOLOL Talk about a 'DOH' moment! Ok, thank you Tiberion and Anariaq for your help! Radius... and I\'m going to be a teacher! Well, good thing it\'s history and not math HA!
  8. Glad you like them Capt\'n Skunky! For the moment, I have no plans on selling the models, its just a fun little personal project of my own. I hope Im not burned on a stake by all the other people on this forum for this point! Ive had others bring up this concern though, and its my perspective that Squad is a small indie developer, who I have great respect for, so there would be no selling and then profiting of items where the original idea and design is owned by someone else (especially without their direct permission). Yes, and I already have a shop half setup for some of my other 3D printing projects. But basically, once you have the prototype shipped and working you can add the model to your shop, and then other people can visit your shop and effectively hit the \'order\' button, and shapeways deals with all of the 3D printing, shipping and payments (with the person who owns the shop getting payed for each sale a \'markup\' which they themselves setup) Quite a cool and innovative company! Yeh the orientation can have quite an effect on the result of a printed model, but this is not linked to the orientation of the exported model from a 3D program, the Shapeways staff usually get the file(s) and can then rotate them, and put multiple models into a single \'print job\' for the printer, so they can get rotated and moved around at this stage. These guys look like they have been printed lying down. Unfortunately the user has no control over what orientation the model is printed at (at least with Shapeways that it), but there has been talk of bringing in such an option in future, which would be very handy of course. Yes, Im looking into some options for polishing the visors in some way. Could work out very nicely. The only down side, is that I like to have my 3D prints come out of the printer and not need much tinkering. But Ill see how nice I can make the visors, would like to be able to see those faces a bit better Thanks everyone for the feedback so far! ;D
  9. Any further south would have sent us into the canyon. Jeb wanted to 'go for it', but Bill and Bob actually managed to talk him out of it... mostly because the fall might cause him to accidentally spill his drink. It never ceases to amaze me what smart folks can do in this game with plugins. It sounds like your code works just like a real life orbital terrain mapper. For purposes of knowing the terrain and 'not crashing the ship' this is plenty good. And, for mapping an entire planet or moon, perfect resolution would be overkill anyway. Quite a handy tool you\'ve got there. You make it sound like good piloting. 8) But it was more like, 'Too close for missiles, switching to g- AYEEEEEEEE, whew!' - ...Zephram 'Maverick' Kerman. 'Yes, ma\'am, a \'Kerbal Aviator\'.'
  10. Just wait for .15 & .16, modularization will end up with a master resource table, and you just tweak a part to say hold 100 units of fuel @ .002 density, or 10MW @ 0 density. There was talk of a standardized fuel/energy system at the start of .14, but modders just don\'t play well together, so Squad has to do it themselves.
  11. Back to KSP Home Hello Lolnewb the rocketeer Show unread posts since last visit. Show new replies to your posts. May 10, 2012, 01:13:02 PM News: KSP 0.13.3 Update Released! Home Help Search Profile Summary Account Settings Forum Profile My Messages Read your messages Send a message Members View the memberlist Search For Members Logout Kerbal Space Program Forum » Other Forums » Off-Topic » Games Games Games! » the control+v game « previous next » ReplyNotifyMark unreadSend this topicPrintPages: [1] 2 3 ... 12 Author Topic: the control+v game (Read 1198 times) Caesar15 Master Rocket Scientist Posts: 1942 I came. I saw. I converted them all to bronies. the control+v game « on: April 08, 2012, 12:59:40 AM »Quotejust paste and post Rome Total War Music - Campaign Win - Invicta Report to moderator Logged My 1000th post http://kerbalspaceprogram.com/forum/index.php?topic=7822.45 Quote from: Capt\'n Skunky on March 14, 2012, 07:16:39 PM What the... Hmmm, I am surprised I didn\'t catch that. Well, to make up for it, I won\'t sign this post. Capt\'n Skunkie post no sign -------------------------------------------------------------------------------- Lolnewb the rocketeer Sr. Spacecraft Engineer Posts: 285 Firing orbital hate cannon. Re: the control+v game « Reply #1 on: April 08, 2012, 03:05:26 AM »QuoteModifyRemove Cossack Patrol (Polyushka Polye) - Instrumental Report to moderator 82.8.32.212 Kroots are made for being behinde fire warriors. -------------------------------------------------------------------------------- Misterspork Master Rocket Scientist Posts: 666 To go where no Kerbal has gone before Re: the control+v game « Reply #2 on: April 08, 2012, 03:21:02 AM »QuoteReport to moderator Logged President of the proud nation of Thrionia http://kerbalspaceprogram.com/forum/index.php?topic=9303.0 Owner of Spork Aerospace Industries and the Thrionian Foundation of the Sciences http://kerbalspaceprogram.com/forum/index.php?topic=9306.0 -------------------------------------------------------------------------------- mincespy Volunteer Test Subject Master Rocket Scientist Posts: 2207 Re: the control+v game « Reply #3 on: April 08, 2012, 03:42:50 AM »Quote (click to show/hide) Kerbal Space Program Forum * Back to KSP Home Hello mincespy Show unread posts since last visit. Show new replies to your posts. April 08, 2012, 02:42:01 AM News: KSP 0.14.4 Released! Home Help Search Profile My Messages Members Logout Kerbal Space Program Forum - Shoutbox Unread Posts General No New Posts Announcements News and general ramblings from the KSP Team 1456 Posts 66 Topics Last post by aFlatRabbit in Re: Welcome our newest T... on April 07, 2012, 12:39:34 PM No New Posts Welcome Aboard A place for new kerbonauts to introduce themselves and ask for get-me-started tips 2613 Posts 449 Topics Last post by wired2thenet in Re: Yay! Finally! on Today at 12:22:36 AM New Posts General Discussion Anything and everything about Kerbal Space Program. 3747 Posts 160 Topics Last post by DonLorenzo in Re: Forum controlled KSP... on Today at 02:41:52 AM No New Posts How To... 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Most Online Ever: 368 (July 14, 2011, 02:25:26 PM) SMF 2.0 | SMF © 2011, Simple Machines XHTML RSS WAP2 Report to moderator Logged Quote from: Ascensiam on May 05, 2012, 05:21:01 AM You can set fire to the bomb, hammer it, blow it up with TNT, run it over with a tank, and drop it from a high altitude, nothing will set it off, but if you shoot it with just a couple of neutrons.. -------------------------------------------------------------------------------- Kerbalnaut Master Rocket Scientist Posts: 627 The original Kerbalnaut Re: the control+v game « Reply #4 on: April 08, 2012, 08:46:02 AM »Quote (click to show/hide) Hello Kerbalnaut Show unread posts since last visit. Show new replies to your posts. April 08, 2012, 07:46:02 AM News: KSP 0.14.4 Released! Home Help Search Profile My Messages Members Logout Kerbal Space Program Forum » Other Forums » Off-Topic Pages: [1] 2 3 ... 33 New Topic New poll Notify Mark Read Subject / Started by Replies / Views Last post Put a Face to the name Started by Redneck« 1 2 3 ... 15» 220 Replies 4052 Views Today at 12:44:21 AM by VincentMcConnell Forum Rules Started by Drakomis -------------------------------------------------------------------------------- Link provided. 0 Replies 60 Views March 22, 2012, 08:51:50 PM by Drakomis the control+v game Started by Caesar15 4 Replies 23 Views Today at 07:46:02 AM by Kerbalnaut [FORUM GAME] The tall skyscraper game. Started by mincespy« 1 2 3 ... 14» 207 Replies 1415 Views Today at 07:44:31 AM by Kerbalnaut My Little Pony Megathread Started by foamyesque« 1 2 3 ... 21» 311 Replies 4067 Views Today at 07:44:25 AM by ping111 Roblox? 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Started by Nooblet68« 1 2» 23 Replies 81 Views Today at 06:29:30 AM by JupiterII Space Launch Megathread Started by iamwearingpants« 1 2 3 ... 6» 77 Replies 1285 Views Today at 06:28:04 AM by Awaras You know you\'re serious addicted to roleplay when... Started by ping111 13 Replies 85 Views Today at 03:56:41 AM by Nooblet68 The Music Corner Started by DayOne« 1 2» 16 Replies 126 Views Today at 03:24:28 AM by Lolnewb the rocketeer The item that your left hand was touching has been turned to diamond. Started by mincespy« 1 2 3 ... 6» 80 Replies 572 Views Today at 12:45:38 AM by VincentMcConnell The Space We Live In Started by Cepheus 0 Replies 34 Views April 07, 2012, 05:54:57 PM by Cepheus Is this a good external hard drive? Started by joey73101 4 Replies 46 Views April 07, 2012, 05:40:51 PM by jgjiscool Rate the signature of the person above you -NEW THREAD- Started by Lolnewb the rocketeer« 1 2» 15 Replies 61 Views April 07, 2012, 05:24:29 PM by Tim_Barrett Name this music. Started by RedDwarfIV 0 Replies 20 Views April 07, 2012, 04:16:31 PM by RedDwarfIV New Topic New poll Notify Mark Read Pages: [1] 2 3 ... 33 Kerbal Space Program Forum » Other Forums » Off-Topic Jump to: => Off-Topic Topic you have posted in Normal Topic Hot Topic (More than 15 replies) Very Hot Topic (More than 25 replies) Locked Topic Sticky Topic Poll SMF 2.0 | SMF © 2011, Simple Machines XHTML RSS WAP2 Report to moderator Logged Mah spaceship brings all the scientists to the yard... -------------------------------------------------------------------------------- Caesar15 Master Rocket Scientist Posts: 1942 I came. I saw. I converted them all to bronies. Re: the control+v game « Reply #5 on: April 08, 2012, 09:37:08 AM »QuoteHa weird i copied this a little while ago too Roleplaying Archives 934 posts of the member\'s 1413 posts (66.10%) 934 KSP Roleplaying 397 posts of the member\'s 1413 posts (28.10%) 397 Development Archives 339 posts of the member\'s 1413 posts (23.99%) 339 General Discussion Archives 109 posts of the member\'s 1413 posts (7.71%) 109 Addon Releases and Projects Showcase 60 posts of the member\'s 1413 posts (4.25%) 60 Challenges 60 posts of the member\'s 1413 posts (4.25%) 60 KSP Development 45 posts of the member\'s 1413 posts (3.18%) 45 General Discussion 38 posts of the member\'s 1413 posts (2.69%) 38 The Spacecraft Exchange 33 posts of the member\'s 1413 posts (2.34%) 33 Plugin-Powered Addon Releases 19 posts of the member\'s 1413 posts (1.34%) 19Report to moderator Logged My 1000th post http://kerbalspaceprogram.com/forum/index.php?topic=7822.45 Quote from: Capt\'n Skunky on March 14, 2012, 07:16:39 PM What the... Hmmm, I am surprised I didn\'t catch that. Well, to make up for it, I won\'t sign this post. Capt\'n Skunkie post no sign -------------------------------------------------------------------------------- cardgame Master Rocket Scientist Posts: 628 Sonic Rainboom Re: the control+v game « Reply #6 on: April 08, 2012, 12:49:40 PM »QuoteReport to moderator Logged The Kingdom Of Jhazeira Kolusian Trading League -------------------------------------------------------------------------------- Kerbalnaut Master Rocket Scientist Posts: 627 The original Kerbalnaut Re: the control+v game « Reply #7 on: April 08, 2012, 01:55:59 PM »QuoteLOLReport to moderator Logged Mah spaceship brings all the scientists to the yard... -------------------------------------------------------------------------------- witeken Master Rocket Scientist Posts: 545 Nothing is random Re: the control+v game « Reply #8 on: April 08, 2012, 02:19:12 PM »Quote27000-27050,3074Report to moderator Logged Nothing is random KSP milestone: First person ever to report a cracker and get a copy of KSP from HarvesteR for free. That all happened on my birthday: best gift ever! My idea for plush rocket including Kerbals: (click to show/hide) -------------------------------------------------------------------------------- DayOne Bottle Rocketeer Posts: 13 Re: the control+v game « Reply #9 on: April 08, 2012, 02:25:49 PM »Quotehttp://a.yfrog.com/img210/945/rb8p.png link to a pic of my Bubble space telescope.Report to moderator Logged http://soundcloud.com/day_one 'Don\'t worry Mr. Astronaut person. I\'VE played KSP!' -------------------------------------------------------------------------------- Epsigma KSP Forum Mod Master Rocket Scientist Posts: 626 Re: the control+v game « Reply #10 on: April 08, 2012, 03:14:48 PM »Quote RickRoll\'D I\'m not even kidding you this was on my clipboard.Report to moderator Logged -------------------------------------------------------------------------------- iamwearingpants Volunteer Test Subject Sr. Spacecraft Engineer Posts: 487 Story of my life: Everyone died. The end Re: the control+v game « Reply #11 on: April 08, 2012, 04:29:14 PM »QuoteEins! Zwei! Drei! Report to moderator Logged -------------------------------------------------------------------------------- Caesar15 Master Rocket Scientist Posts: 1942 I came. I saw. I converted them all to bronies. Re: the control+v game « Reply #12 on: April 08, 2012, 05:15:34 PM »QuoteMore trolls again, another server was with 1 admin who wasnt bad, then another oen came, then finally though however they became bandits, fine with me, they declared themselves bandits and crap. Then they go into my house and take al my guns, normal for abndits, then i shoot them cause there bandits hen they ban me, i mean wtf!Report to moderator Logged My 1000th post http://kerbalspaceprogram.com/forum/index.php?topic=7822.45 Quote from: Capt\'n Skunky on March 14, 2012, 07:16:39 PM What the... Hmmm, I am surprised I didn\'t catch that. Well, to make up for it, I won\'t sign this post. Capt\'n Skunkie post no sign -------------------------------------------------------------------------------- Misterspork Master Rocket Scientist Posts: 666 To go where no Kerbal has gone before Re: the control+v game « Reply #13 on: April 08, 2012, 05:52:42 PM »Quote (click to show/hide) (The spoiler wasn\'t what I copied, just spoilered it for large image)Report to moderator Logged President of the proud nation of Thrionia http://kerbalspaceprogram.com/forum/index.php?topic=9303.0 Owner of Spork Aerospace Industries and the Thrionian Foundation of the Sciences http://kerbalspaceprogram.com/forum/index.php?topic=9306.0 -------------------------------------------------------------------------------- Frostiken Spacecraft Engineer Posts: 136 Re: the control+v game « Reply #14 on: April 08, 2012, 05:57:54 PM »QuoteOr you could shoot it with something. Report to moderator Logged -------------------------------------------------------------------------------- ReplyNotifyMark unreadSend this topicPrintPages: [1] 2 3 ... 12 « previous next »Kerbal Space Program Forum » Other Forums » Off-Topic » Games Games Games! » the control+v game Jump to: ===> Games Games Games! Quick Reply With Quick-Reply you can write a post when viewing a topic without loading a new page. You can still use bulletin board code and smileys as you would in a normal post. SMF 2.0 | SMF © 2011, Simple Machines Embedding by Aeva Media, © Wedge XHTMLRSSWAP2
  12. They? You talk about parts? Anyway, thanks for praise, from you it really have a value. I work on it from the same reason- I need some reliable rocket for future operations and supplying the space stations.
  13. The way I see it, people get out of it what they want out of it. I use facebook to talk to people that I wouldn\'t otherwise be able to contact, to get help with school (not to share answers; I make a point of that), and to plan events that would be a logistical nightmare through traditional means. I realize that I am more likely the exception, rather than the rule, but as it stands, the Great Mirror that is the Fezbuk is little more than that: a mirror.
  14. Well everytime i get into an argument with my sister, my parents listen to her side of the story. Just this morning i went to get a drink, my sister grabbed the drink from the fridge, she knew I was getting the drink, we got into an argument. She got my parents, she told her side of the story, that was it, me and my mom and i started yelling at eachother, my dad took away the pc. My parents each came in my room and tried to talk to me, i turned up the music so i couldnt hear them. Any way to deal with this? (P.S. I\'m on my tablet, sorry for grammar.)
  15. How about you talk to your sister? Your parents listen to her, right?
  16. I get this alot, especially from my dad. Just count to 10 and walk away. They will try to talk to you eventually and all will be fine.
  17. Example #2 - IConfigNode and ConfigNode Ok so time for something more meaty. Here is my take on an aerodynamic lift module. It uses a class called FloatCurve to create the lift/drag vs angle of attack graphs for standard aerofoils. FloatCurve also implements IConfigNode so it can be used with KSPField. public class ModuleAerodynamicLift : PartModule { /// <summary> /// Planform area of lifting surface in m^2 /// </summary> [KSPField] public float planformArea = 10f; /// <summary> /// Overall lift factor for this wing /// </summary> [KSPField] public float liftFactor = 1f; /// <summary> /// Overall drag factor for this wing /// </summary> [KSPField] public float dragFactor = 1f; /// <summary> /// FloatCurve of lift vs angle of attack. Angle is abs cosine of angle (0 -> 1) /// </summary> [KSPField] public FloatCurve liftAoA; /// <summary> /// FloatCurve of drag vs angle of attack. Angle is abs cosine of angle (0 -> 1) /// </summary> [KSPField] public FloatCurve dragAoA; /// <summary> /// Model transform name for center of lift /// </summary> [KSPField] public string centerOfLiftTransformName; /// <summary> /// grabbed OnStart from the model transform named liftTransformName /// </summary> public Transform centerOfLiftTransform; /// <summary> /// Sets up the float curves if they\'re not already set up /// </summary> public override void OnAwake() { if (liftAoA == null) liftAoA = new FloatCurve(); if (dragAoA == null) dragAoA = new FloatCurve(); } /// <summary> /// Grabs center of lift transform from model /// </summary> /// <param name='state'></param> public override void OnStart(StartState state) { if (centerOfLiftTransform == null) { centerOfLiftTransform = part.FindModelTransform(centerOfLiftTransformName); if (centerOfLiftTransform == null) Debug.LogError('ModuleAerodynamicLift: liftTransform is null!'); } } /// <summary> /// Calculates and applied the lift/drag force from the aerofoil /// </summary> public override void OnFixedUpdate() { if (centerOfLiftTransform == null) return; Vector3 force = CalculateForce(); part.Rigidbody.AddForceAtPosition(force, centerOfLiftTransform.position, ForceMode.Force); } /// <summary> /// Calculates lift/drag according the simple aerofoil equations... /// Lift: L = (CL)(1/2)(dens)(V^2)(area) or L = (CL)(q)(S) q(dyn pressure) = (1/2)(dens)(V^2) /// Drag: D = (CD)(1/2)(dens)(V^2)(area) or D = (CD)(q)(S) /// </summary> /// <returns>Overall force vector</returns> private Vector3 CalculateForce() { // grab world point and relative velocity Vector3 worldVelocity = part.Rigidbody.GetPointVelocity(centerOfLiftTransform.position); // note we use centerOfLiftTransfrom from the model to calculate relative. This will take into account any part mirroring Vector3 relativeVelocity = centerOfLiftTransform.InverseTransformDirection(worldVelocity); Vector3 velocityNorm = relativeVelocity.normalized; // only need the speed squared - saves us a square root float speedSqr = relativeVelocity.sqrMagnitude; // calc the angle of attack float vDot = Vector3.Dot(velocityNorm, centerOfLiftTransform.up.normalized); float vDotNorm = (vDot + 1f) * 0.5f; float absVDot = Mathf.Abs(vDot); float abs1MVDot = 1f - absVDot; // dynamic pressure float dynPressure = 0.5f * (float)vessel.atmDensity * speedSqr; // calc coefficient of lift and drag from the factors and the float curves float cL = liftFactor * liftAoA.Evaluate(abs1MVDot); float cD = dragFactor * dragAoA.Evaluate(abs1MVDot); // calc lift, drag and add to get overall Vector3 lift = centerOfLiftTransform.up * (cL * dynPressure * planformArea); Vector3 drag = -(worldVelocity.normalized) * (cD * dynPressure * planformArea); Vector3 force = lift + drag; // some debug stuff string str = ''; str += 'AoA: ' + abs1MVDot; str += ' cL: ' + cL; str += ' cD: ' + cD; Debug.Log(str); Debug.DrawLine(centerOfLiftTransform.position, centerOfLiftTransform.position + lift * 100f, Color.green); Debug.DrawLine(centerOfLiftTransform.position, centerOfLiftTransform.position + drag * 100f, Color.cyan); Debug.DrawLine(centerOfLiftTransform.position, centerOfLiftTransform.position + worldVelocity * 100f, Color.magenta); // et voila return force; } } Really its a very simple module. All of its persistance is handled by its KSPFields and it basically adds lift/drag based on standard aerofoil model. The FloatCurve class is a Unity AnimationCurve wrapped up in an IConfigNode extending interface. Remember in order to use KSPField on a class successfully it needs to implement IConfigNode. Here is the IConfigNode interface. /// <summary> /// Can this item be saved using a KSPField persitance object. KSPField creates a subnode for this type /// </summary> public interface IConfigNode { void Load(ConfigNode node); void Save(ConfigNode node); } It requires two methods, Load(ConfigNode) and Save(ConfigNode). The implementing class must be able to be instantiated blind and then have OnLoad called to load its values in. ConfigNode consists of a recursive node/value list. In essence it looks like this.. public class ConfigNode { public string name; public List<ConfigNode> nodes; public List<ConfigNode.Value> values; public class Value { public string name; public string value; } } For loading use; HasValue, GetValue, GetValues, HasNode, GetNode & GetNodes For saving use; AddValue or AddNode Every value you add is a string and should be parsable to/from what you set it to. Now lets have a look in FloatCurve to see that in action.. [System.Serializable] public class FloatCurve : IConfigNode { [SerializeField] private AnimationCurve fCurve; public float minTime { get; private set; } public float maxTime { get; private set; } public FloatCurve() { fCurve = new AnimationCurve(); minTime = float.MaxValue; maxTime = float.MinValue; } public void Add(float time, float value) { fCurve.AddKey(time, value); minTime = Mathf.Min(minTime, time); maxTime = Mathf.Max(maxTime, time); } public float Evaluate(float time) { return fCurve.Evaluate(time); } private static char[] delimiters = new char[] { \' \', \',\', \';\', \'\t\' }; public void Load(ConfigNode node) { string[] values = node.GetValues('key'); int vCount = values.Length; string[] valueSplit; for (int i = 0; i < vCount; i++) { valueSplit = values[i].Split(delimiters, System.StringSplitOptions.RemoveEmptyEntries); if (valueSplit.Length < 2) { Debug.LogError('FloatCurve: Invalid line. Requires two values, \'time\' and \'value\''); } Add(float.Parse(valueSplit[0]), float.Parse(valueSplit[1])); } } public void Save(ConfigNode node) { for (int i = 0; i < fCurve.keys.Length; i++) { node.AddValue('key', fCurve.keys[i].time + ' ' + fCurve.keys[i].value); } } } As you can see it has a list of values called \'key\' and each value is made up of a space seperated time/value pair. I\'ve added extra delimiters into the code cuz you/I might forget and comma seperate them or something. Example #3 - part.cfg So now we get to the point of adding these things into a part\'s config file. You should know that every config file is parsed by ConfigNode now so can be considered in the node/value list paradigm. Here is ModuleAerodynamicLift module from example #2 added to the end of DeltaWing\'s part.cfg MODULE { name = ModuleAerodynamicLift liftFactor = 0.001 dragFactor = 0.001 liftTransformName = CenterOfLift liftAoA { key = 0.0 1 key = 0.2 3 key = 0.4 4 key = 0.6 1 key = 0.7 0 key = 1.0 -1 } dragAoA { key = 0.0 1 key = 0.2 3 key = 0.5 5 key = 0.7 6 key = 1.0 7 } } MODULE is a subnode of Part and you can have as many as you like. This particular module relys on you having the transform named 'CenterOfLift' somewhere in the DeltaWing heirarchy, which it may not when we go to press. Most of the KSPField values are in the usual style of valueName=value however you can see how the two IConfigNode implementing FloatCurves are represented as subnodes of the module node. KSPField will make any IConfigNode implementing class a subnode. Alternatively you can add/find your own subnodes in the OnLoad or OnSave methods. In this next example we\'ll add two modules, ModuleAnimatorLandingGear (from Example #1) and an as yet unknown module called ModuleAnimateHeat. MODULE { name = ModuleAnimatorLandingGear } MODULE { name = ModuleAnimateHeat ThermalAnim = HeatAnimationEmissive; } Here is ModuleAnimateHeat. This was written to handle all of emissive heat glowing by heated parts. The heat is represented in the models as animations going from 0->1 (none to full heat) public class ModuleAnimateHeat : PartModule { [KSPField] public string ThermalAnim = 'HeatAnimationEmissive'; public float draperPoint = 525f; // Draper point is when solid objects begin to emit heat. public AnimationState[] heatAnimStates; public override void OnStart(StartState state) { HeatEffectStartup(); } public void Update() { UpdateHeatEffect(); } private void HeatEffectStartup() { Animation[] heatAnims = part.FindModelAnimators(ThermalAnim); heatAnimStates = new AnimationState[heatAnims.Length]; int i = 0; foreach (Animation a in heatAnims) { AnimationState aState = a[ThermalAnim]; aState.speed = 0; aState.enabled = true; a.Play(ThermalAnim); heatAnimStates[i++] = aState; } } private void UpdateHeatEffect() { float temperatureValue = Mathf.Clamp01((part.temperature - draperPoint) / (part.maxTemp - draperPoint)); foreach (AnimationState a in heatAnimStates) { a.normalizedTime = temperatureValue; } } } Conclusion Well hopefully you learned vaguely how to use PartModule and ConfigNode from all that. It was all written to be really simple and thus I hope it turns out to be. I\'m always open to questions and feedback, send me a mail if you really need to. I will hold a few dev sessions over the coming weeks to get some feedback and answer more detailed questions. In part #2 i\'ll talk about resources, how to define them and how to use them.
  18. Talk to me when you hit the double digits. I\'ve lost track of the number of BigTraks I\'ve lost from things like screwing the landings, accidentally going over a cliff at high speed and flipping, random back flips, accidents with Railguns, accidents with Wasp Missiles, a few memorable accidents with trying to use the bed of the BigTrak for Short Ranged ICBM tests, etc etc etc.... Hell, I actually once, whilst testing, managed to send a landed BigTrak into Munar orbit... for about 15 minutes. Having JumpJets might have saved that crew.... likely not, as they were going 150 M/S after Apogee.
  19. You have that the wrong way around, I\'m afraid. Like it or not, they\'re in charge. It\'s you who\'s going to have to learn how to talk to them if you want to get anywhere.
  20. @ydoow I have tried talking things out with my parents. I\'m better off not, they just end up getting me more raged. They don\'t know how to talk to me. Oh yeah i did write a song in this situation...
  21. LOL ... I\'ve already introduced him to the joys of Minecraft, and he\'s learned well on the iPad version. I think another year will be his prime for something like KSP, maybe even sooner. I already have a computer ready for him and it, just got to get it formatted and ready. May do some Let\'s Fly in the near future. My insane landing probes are ... interesting, to say the least. Not to mention very Kerbal. Hmm, if I could get him to talk into the mic, that 'Me and My 4-year old playing KSP' could be interesting. Will have to work on it! Some of his favorite Youtube Minecraft videos feature father\'s and their kids playing the Minecraft Yog Olympics. Will have to think on this! (Sorry to hijack, White Owl! Now back on topic!) For one of your future videos, I\'d like to see you land a truely massive Munolith Reconnaissance Base near one of the Munoliths, using your space plane/rocket designs. And I hereby request, that two of your Kerbonauts on such an endeavor be named Shawen Kerman and Aydan Kerman (the latter of which is my son\'s name ... he\'ll get a kick out of that ... unless he \'splodes ... hmmm, will have to prep him for that . The former is a Kerbal play on my real name). *Edit* Never post when you\'re exhausted bleh!
  22. Your sister engaged in a dialog with your parents and told them (right or wrong) that she had been wronged by you. You responded by yelling at your parents, refusing to tell your side of the story calmly, and then were rude to your parents again when they tried to talk to you. It is no wonder your sister got listened to. Never get angry. Anger clouds the mind and makes rational thought impossible. Outsmart your sister. Go to your parents first. Have a list of verifiable offenses. Document your claims. Never get angry. Anger makes you dumb.
  23. Remember the saying 'you catch more flies with honey than with vinegar'? Yelling and turning up the music when they try to talk to you is the absolutely worst thing you can possibly do, that\'s just going to make them angry at you. Staying calm won\'t make your parents listen to you, but at least it won\'t get your PC taken away. If it makes you feel any better, I\'m fairly sure your sister also thinks they never listen to her. That\'s just how parents are. Also, don\'t start arguments over something silly like a drink. I\'m sure there are other things in your house that you can drink. Choose your battles, and don\'t fight with your parents. That\'s a fight you can\'t win. So make your sister fight with them. Then they\'ll be angry with her and you\'ll win. Learn to push her buttons to make her do things that make them angry. Always have a plausible justification, though. If your parents suspect you manipulated your sister on purpose, you\'ll be in deep trouble. Always, always stay calm. Fear is the mind-killer, and so is anger. If you\'re not thinking clearly, you\'re going to do something stupid that\'ll make your situation worse.
  24. Pretend your a girl. The girls get ALL the subscribers. No don\'t do that. But if you want to be a legitimately good youtuber you should - NEVER ask for subscribers. It gives you a good reputation. Make your videos interesting. Even if it\'s just you minecrafting, talk over it. People like to hear voices Be Smart. Good artists steal from the right people. Don\'t use overused music. I will personally stab you. If you don\'t like your video, post it anyways. Opinions differ.
  25. On the contrary, the algorythm of Retrograding is so fussy and buggy that it is sometimes much faster to turn retrograde than wait untill it is done automatically. The 'Mun' button you talk about isn\'t enough a munbutton. I mean, this is just an easy way to calculate the orbit or just put yourself onto that orbit. Of course you had better know what is orbiting about, though. The guide made by hubbazoot is good enough, I think it\'s just perfect. And, just in case, there\'s one more PDF tutorial made by Guekko, it is now being translated somwhere. Cheerz, Shaun.
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