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[1.8.1] OrX Kontinuum Development Thread ... Geo-Caching, Scuba Diving, W[ind/S], Challenge Creation and more ......


DoctorDavinci

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OrX Kontinuum brings Geo Caching, Scuba Diving, W[ind/S], Challenge Creation and more ...

... It's purpose is to give you more reasons to explore


PLEASE NOTE: Any .orx files created using OrX Kontinuum v0.0.0.1 are defunct and will not work correctly in any other version


--Feature List--

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OrX Craft Tuning
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OrX Craft Tuning gives you the ability to launch a vessel from the editor and tweak its various parts and save your changes to a separate craft file while in the flight scene

You can now test and adjust your vessel then save your best setup without having to jump in and out of the editor (and remembering what your changes were :rolleyes:)

Spoiler

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Click on 'Launch Craft' or the stock launch button to start tuning your selected craft

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Make adjustments and test ... when you are satisfied with your changes click on 'Save Craft Variant' to create a craft file of the craft you are tuning that will include the changes you just made and tested

PLEASE NOTE: You can continue testing and tuning then save another variant ... craft files are saved as the craft name plus 'Variant' plus the variant number (increases by 1 each time you save during the current tuning session)

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After loading a variant it will load half in the floor of the SPH and with a weird rotation, you will need to hold down the 'SHIFT' button and left click on the craft to pick up the whole craft and have it's rotation reset

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You will also have to remove any kerbals that are in seats and delete them (yes, the variant saving saves kerbals in command chairs) ... they are parts so click on them like you would to remove a part and press 'DELETE' or drop into the parts selection menu on the left hand side of the screen

BE AWARE that having a kerbal loaded in the editor will spam your KSP.log with expression system errors and others so it is best to delete them immediately (the errors will not affect the game much while in the editor ... just a bit of lag from the log being written to) plus you're asking for massive errors if you try to launch a variant that was saved with a kerbal in a command chair and you leave the kerbal part in the chair so best to delete them as they're useless in the editor anyways

PLEASE REMEMBER TO SAVE YOUR VARIANT CRAFT FILES UNDER A NEW NAME OR ELSE THEY WILL BE OVERWRITTEN IF YOU DECIDE TO START ANOTHER TUNING SESSION WITH THE CRAFT USED TO CREATE THE VARIANTS !!!!!!

 

 

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OrX Boost Flaps
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Adds the option to control the deploy state of elevons being used as Boost Flaps ... if you do not know what a boost flap is, refer to the Boost Flap 101 section in the spoiler below

All credit goes to @Azimech for coming up with his Boost Flap Kraken tech


- When a rover is in the air or all it's wheels are NOT touching the ground, the boost flaps will be deployed if the option has been enabled
- Adjustable slider to control the deploy speed of the boost flaps ... can be adjusted on the fly while driving
- Pitch, Yaw and Roll control will be automatically disabled if an elevon has been selected as a boost flap

PLEASE NOTE: You must toggle any given elevon you intend to use as a boost flap to activated in it's part action window

  • Added a 'DEPLOY CONTROL' button in the PAW of all Boost Flap controller parts (elevons and now DLC parts) ... This button will invert the deploy control to accommodate DLC turbo fans and those who would like to use them with the BFC module (idea courtesy of @FleshJeb)
     
  • BFC module automatically added to DLC parts when game starts ... Module Manager is not required

 

Boost Flap 101

  Hide contents

Click the link below for @Azimech's Visual Boost Flap Installation Guide
https://imgur.com/a/qh6av

 

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OrX Scuba Kerb
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OrX Scuba Kerb gives your kerbals the ability to explore the depths of the oceans ......

Spoiler

 

- When you are EVA and splashed as well as in an atmosphere containing oxygen, the Scuba Kerb menu will automatically open (if you are the active vessel) ... it will automatically close if you are no longer splashed or no longer EVA

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- The Oxygen slider displays your Kerbals' total Oxygen amount which depletes over time while underwater

- If you are at the surface of the ocean or on land your Oxygen will replenish if in an atmosphere that contains Oxygen

- Ballast is controlled by hotkeys while your Kerbal is splashed ... Q to trim up, E to trim down, Z to emergency surface and X to emergency dive

- You can also hold your current depth by pressing the 'Tab' key

- While diving be aware of Nitrogen Narcosis and pay attention to your Martini level ... the higher the Martini level the closer you are to being drunk

- Your Martini level will slowly drop as your Kerbal adjusts to the pressure ... PLEASE NOTE: Don't go too deep too fast or the pressure might get to you (it gives you that sinking feeling)

- If your Martini level reaches 6 then your Kerbal is drunk and it will automatically attempt to hold its depth, however if you are sinking fast your drunk self may be unable to recover and will continue to sink into the depths in search of the Kraken

- Kerbals who have been lost to the sea can be revived if you can find a way to get them to the surface

- Beware the Bends ... You will experience decompression as you rise to the surface and gasses that have built up inside your Kerbal due to the pressure will be released as you ascend which could potentially cause your kerbal to go 'POP' (Not Implemented Yet)

 

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OrX W[ind/S]
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By filtering a low AC current through a signal generator using the W[ind/S] formula in relation with the Tesla Equation ( TL = Mc^2 ) and then passing the resulting signal through a Ferro-fluid composed of Buckyballs, Magnetite and Soy sandwiched between multiple layers of Carbon Nanotube sheeting (a SAIL ... S-ratio Accumulated Inductance Laminate), oscillations are generated within the SAIL causing it to move

    W = Weber's Law
    i = imaginary number
    n = factorial
    d = derivatives
    S = S-ratio

Spoiler

 

- Weber's Law states that any given derivative of a factorial of an imaginary number divided by the S-ratio of a given material is a constant in relation to the ratio of the increment threshold to the background intensity ... PLEASE NOTE: When you measure increment thresholds (the threshold here being oscillation amplitude) on varied intensity backgrounds, the thresholds increase in proportion to the background (the background in this case being the magnetic flux lines of the planet)

- S-ratio is a rock magnetic parameter employed to provide a relative measure of the contributions of low and high coercivity material to a sample's Saturation Isothermal Remanent Magnetization (SIRM)

- Another kind of IRM can be obtained by first giving the magnet a saturation remanence in one direction and then applying and removing a magnetic field in the opposite direction. This is called demagnetization remanence or DC demagnetization remanence.

- Yet another kind of remanence can be obtained by demagnetizing the saturation remanence in an ac field. This is called AC demagnetization remanence or alternating field demagnetization remanence.

- For manual control of W[ind/S], open the OrX W[ind/S] menu and you will see some sliders for controlling the blow intensity, variability and tease timing (how often things change) as well as an entry field to manually select the W[ind/S] heading (0 to 360 degrees)

- There is also a button to turn the W[ind/S] on or off in the menu

- When W[ind/S] is enabled any part that is a lifting surface will be affected ... How much of an effect is directly related to the deflection lift coefficient of the part and the angle at which the part intersects with the W[ind/S] heading

- The Weather Simulation is a controller for controlling the W[ind/S] direction based on a number of factors and is turned on from within the OrX W[ind/S] menu .... PLEASE NOTE: This is experimental and is in the process of being written so consider it a use at your own risk

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OrX HoloKron System
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The OrX HoloKron System brings GeoCaching to KSP ... Now you can leave a trail of breadcrumbs spanning the solar system (and beyond?)

Now Kerbo-not's can go to a location and create a 'HoloKron' that will save the location coordinates (including SOI and other pertinent data) to a config file (.orx file) including local vessels that are within 1000 meters (slider in menu with range of 50 to 1000 meters)

Any vessels saved into a HoloKron will be spawned when a player comes within 5000 meters of a Geo-Cache HoloKron ... refer to NOTES ON CHALLENGE TYPES section below for further details

 

Spoiler

- The creator of the HoloKron can add a craft file that is unlocked and saved to the users save game directory when the HoloKron is opened

- The .orx file created is saved inside of 'GameData/OrX/Export/<Group name>/'... Players can share .orx files with other KSP players and the HoloKron will be available if they have OrX installed (copy shared HoloKron files to 'GameData/OrX/Import/')

- Craft files contained in the .orx file have been put through encryption so as to make it difficult for anyone to 'hack' the HoloKron by config editing outside of the game ... If you want to hack the HoloKron you must use the OrX BlackHat (isn't a thing ... yet) or go through the trouble of decoding the .craft file manually (good luck ... lol)

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NOTES ON CHALLENGE TYPES
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- GEO-CACHE HOLOKRON SPECIFIC INFORMATION -

- Geo-Caches are unable to be viewed until they have been found and only in their immediate location ... the description window will appear once the player comes within 25 meters of the HoloKron

- When scanning for Geo-Caches a scanning menu will display the distance to the nearest Geo-Cache if there is one withn the current SOI (untested at further than 700 km)

- There is a scan delay calculated off of the distance from the Geo-Cache location and the players craft ... Use the distance displayed in the menu after each scan to determine if you are getting closer (if the distance to target goes down each scan then you're heading in the general direction of a Geo-Cache)

- Geo-Cache HoloKrons will spawn when you are within 5 km and will also display a targeting reticle on screen indicating its exact position as well as any craft saved into the HoloKron will be spawned and placed at their saved locations (save local vessels option selected while creating the Geo-Cache)

Kind of a game of hide and seek :cool:

 

- OUTLAW RACING CHALLENGE SPECIFIC INFORMATION -

- OUTLAW RACING challenge type covers rover racing challenges ...  currently SHORT TRACK and DAKAR racing types are available

- To compete in an Outlaw Racing challenge a player must not be EVA

- When a player starts a challenge their craft will be picked up, rotated to face the first stage gate (the finish gate in the case of Dakar racing) and then will be placed at the exact coordinates of the HoloKron ... Everyone starts a challenge from the exact sameposition and facing in the same direction

- A menu will apear displaying the total challenge time, the previous stage time (if challenge is not Dakar racing) as well as the distance to the nextcheckpoint/stage gate ... times between checkpoint/stage gate are recorded to the scoreboard

- After a challengers craft has been placed the brake action group will be enabled (aka the parking brake) ... Timer starts when the challenger starts moving (don't forget to disable the parking brake :wink:)

- Short Track racing challenges have a 4km range maximum during creation

- Dakar racing challenges have a theoretical max distance of the radius of the celestial body the challenge is being created on

- When competing in a Dakar challenge the stage gate for the finish line will spawn and be placed when you are within 800 meters as well as being rotated to face the challenger

- Short Track racing stage gates have a fixed rotation that they face which is determined by the challenge creator and will be spawned then placed in thatspecific position and rotation (as placed when the challenge was created) if a challenger chooses to spawn the challenge

- Outlaw Racing challenges do not require that you spawn the challenge (option for Short Track racing) however it is recommended

- Stage gates are unable to be placed if you are within 25 meters of the challenge start location (the world position at which the challenge creation was started)

- You can only place 1 stage gate when creating a Dakar racing challenge ... Dakar racing is a race from point A to point B

- All stage gates spawned while creating a challenge will automatically phase out of existence after clicking on the save button

 

  • Added speedometer that can be switched between kilometers per hour (kph) and miles per hour (mph) ... click on the 'kph' in the lower right hand corner of the menu to switch

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  • Next Stage Distance is now displayed in either kilometers or miles depending on the speedometer setting

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- BD ARMORY CHALLENGE SPECIFIC FEATURES -

- BD ARMORY  challenge type covers BD Armory challenges ...  Uses the HoloKron system to save your battle ready vessels (landed within a 1km radius and flying within an 8km sphere) and have the vessels spawned as well as have crew added to battle it out with your foes

- Earn salt by destroying parts on enemy craft ... The more parts you destroy the saltier you will be

- Spend salt to buy craft while in battle if you need some extra firepower (salt is displayed as Kerb-Bucks ... it will cost the same amount of displayed salt as the cost of the vessel you wish to spawn)

- Purchased craft will spawn including a pilot with the exception of any external command chairs ... this means if your craft is controlled by a kerbal in a command chair then it will be pilot-less (so don't use command chairs :wink:)

- Purchased craft will spawn and have their AI pilot activated and the guard mode turned on

- Salt total (minus salt spent purchasing additional craft) is saved to scoreboard as well as other info such as mods in the players game, cheats enabled, kill count, player MIA count, player vessel count, enemy vessel count etc....

- 60 km spawn range for airborne enemy craft

- 20 km spawn range for the HoloKron

- 10 to 15km spawn range for landed vessels contained in HoloKron

- Ability to fly under the radar by staying below the detection altitude displayed in the chaleenge menu

- If flying under the radar the distance at which you become visible will determine the delay for enemy weapon manager activation (guard mode) ... Get the jump on your enemies (but don't wait too long or you might become overwhelmed :rolleyes:)

- To finish a BD Armory challenge you must get to within 100 meters of the HoloKron at which point your current salt level and other information will be saved to the scoreboard and a detailed results window will appear displaying how many craft the player used (including purchased craft), how many enemies the player was up against and much more information about their challenge entry

- if you do not have enough salt to purchase a craft then an on screen message will appear telling the player how much more salt they need to purchase the selected craft

- When spawning craft using the OrX Kontinuum Spawn Craft feature during challenge creation, be sure to have the team set to 'A' as well as be sure that the weapon manager 'Guard Mode' is disabled ... OrX Kontinuum will automatically change the team to 'B' and turn on the guard mode as well as start the engines when the craft is spawned during a challenge (so don't start the engines :wink:)

- When spawning craft for a BD Armory challenge the Spawn Menu will appear with options to place the spawned craft, set the radar altitude of the craft (for airborne enemies), a slider to select the radar altitude to set a craft at (min of 2 km ... max of 8 km)  and the option to kill the spawned craft (this will destroy the spawned craft and switch your focus back to your original craft)

- Use the WASD keys to move spawned craft around and chose where you wish to place/set altitude

- If you set the altitude of a spawned craft then the option to place the craft on the ground will no longer be available

- Clicking on Hold Position after setting the altitude of a craft will hold that craft in that exact position until the HoloKron is saved

- All craft spawned while creating a challenge will automatically phase out of existence after clicking on the save button (they are save inside the HoloKron ... imagine what that is like, locked in a box ;.;)

 

PLEASE NOTE: While competing in a challenge, when enemy vessels spawn your focus will switch momentarily and vessel switching will be disabled ... if you're worried about crashing your vessel during the spawning then just enable the AI pilot via the BDA Vessel Switcher window (the 'P' button) until your focus switches back to your craft

PLEASE ALSO NOTE: If you wish to be able to spawn a craft to add to your team while competing in a BD Armory challenge then that specific craft file must have been loaded into the editor and launched at least once ... If this has not been done then a message will appear on screen telling the player that the craft they chose to purchase is priceless

 

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NOTES ON RACE TYPES
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- DAKAR RACING is a single stage race from point A to point B ... point A being the location of the HoloKron that contains the challenge and point B being the finish line

- SHORT TRACK is a multi-stage race with multiple stage gates ... as you pass through each stage gate (in order obviously) you time will be recorded for that stage

- When a challenger crosses the finish line the challengers stage time will be saved to the scoreboard and the scoreboard will be saved as well as a scores file will be created for sharing your stage time

- If the race type is SHORT TRACK then driving through the stage gate will record your time for that stage and the stage timer will continue counting until you pass through the finish line

- Click on the entry name in the scoreboard to view detailed information about that scoreboard entry

- A player can export a scoreboard entry by using the 'Export <insert player name here> entry' button while viewing entry details

- Exported .scores files can be shared with other players and are found in the 'GameData/OrX/Export' directory (the name will be the same as the HoloKron ... put .scores files into the 'GameData/OrX/Import' directory and the next time you open the HoloKron that the .scores file was created from it will be available to be added to the scoreboard if the player decides to import the scores after looking at the details

 

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- The Enabled Cheats section displays if any of the 5 main cheats in KSP are enabled ... they are NCD (no crash damage), UJ (unbreakable joints), IMT (ignore max temp), IP (infinite propellant) and IEC (infinite electrical charge)

- When an Outlaw Racing challenge is running a target reticle will be displayed onscreen showing the player where the next stage gate is located (Hasn't been tested at over 700km ... yet :wink:)

- More challenge types are in the works


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ADDITIONAL NOTES
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- Consult The Kurgan Manual in game for more details on the operation of OrX Kontinuum

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- HoloKrons should work with mods and DLC parts, however if the user of your .orx file does not have the mods or DLC parts in their game that are on the vessels stored in the file then the vessels will not load

- If you have Physics Range Extender installed you must turn it off for OrX Kontinuum to work ... If PRE is enabled at any time OrX Kontinuum will reset and any HoloKrons as well as challenges will not be available to the player

- OrX Kontinuum has no dependencies ... Module Manager is not required

- If you see a portal, it's just a Test .... Please Ignore



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INSTALLATION INSTRUCTIONS
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Github download link: https://github.com/DoctorDavinci/OrX_Kontinuum/releases

Github issues link: https://github.com/DoctorDavinci/OrX_Kontinuum/issues


1 - Download the latest version from the releases download link above .. inside the downloaded .zip file you will find a GameData directory

2 - Copy the OrX directory and it's contents inside of GameData to your KSP GameData directory

3 - Profit .....

 

- Release Notes -

Spoiler

 

OrX Kontinuum v 0.1.2.1202

Upgrades and Fixes
 

  • Fixed HoloKron spawning under the ground
     
  • Fixed large craft being moved through the ground and exploding when starting a challenge
     
  • Fixed scoreboard and details menu not showing up at the end of a race
     
  • Changed the 'Stage' label in the detailed scoreboard menu to 'Gate' in order to better illustrate what that column represents
     
  • Fixed timer disappearing if challenger is thrown from their command chair ... Thanx to @klond for raising this issue
     
  • Fixed the distance check to the proper coordinate system ... note to self, use the right math
     
  • Added speedometer that can be switched between kilometers per hour (kph) and miles per hour (mph) ... click on the 'kph' in the lower right hand corner of the menu to switch

    H5b8aTY.png
     
  • Next Stage Distance is now displayed in either kilometers or miles depending on the speedometer setting

    UURGaL3.png
     
  • Added a 'DEPLOY CONTROL' button in the PAW of all Boost Flap controller parts (elevons and now DLC parts) ... This button will invert the deploy control to accommodate DLC turbo fans and those who would like to use them with the BFC module (@FleshJeb)
     
  • BFC module added to DLC parts ... Module Manager is not required
     
  • When crossing the finish line during a Dakar race the challenger must now come to a complete stop before their time is recorded
     
  • Minor refactoring and menu adjustments
     
  • Automatic Screenshots are taken when the timer starts and when the scoreboard menu appears after crossing the finish line as well as after coming to a complete stop in the case of Dakar Racing ... they can be found inside of the Screenshots folder named the HoloKron name plus '- START' and HoloKron name plus  '- FINISH'
     
  • A quicksave is automatically created when starting a challenge to better facilitate reloading and racing again after an accident ... it will be saved as the HoloKron name plus '- START'

 

 

OrX Kontinuum v0.1.1.4777

NEW FEATURES

 

OrX Craft Tuning ... gives you the ability to launch a vessel from the editor and tweak its various parts and save your changes to a separate craft file while in the flight scene
- You can now test and adjust your vessel then save your best setup without having to jump in and out of the editor (and remembering what your changes were :confused:)

OrX Boost Flaps ... Adds the option to control the deploy state of elevons being used as Boost Flaps (no additional part required)
- When a rover is in the air or all it's wheels are NOT touching the ground, the boost flaps will be deployed if the option has been enabled
- Adjustable slider to control the deploy speed of the boost flaps ... can be adjusted on the fly while driving
- Pitch, Yaw and Roll control will be automatically disabled if an elevon has been selected as a boost flap

PLEASE NOTE: You must toggle any given elevon you intend to use as a boost flap to activated in it's part action window

PLEASE ALSO NOTE: If you do not know what a boost flap is then please consult the first post of this thread in the Boost Flap section
 

Dakar Racing challenge type is now available to be created and played ... Your times are saved to the scoreboad and are also available to be exported as a .scores file to be shared with other players

Ability to view any challenge type HoloKron from within the editor by using the OrX Kontinuum Editor Menu (Short Track Racing, Dakar Racing and BD Armory challenges respectively)

Implemented a 'Return to Start' function accessible from within the scoreboard menu after completing a race and the scoreboard is being viewed ... click on the button to have your craft automatically picked up and moved to the start position of the challenge

Adjusted the tergeting reticle to be more asthetically pleasing... it will appear on screen when scanning for challenge HoloKrons or when competing in a challenge indication your next intended destination

HoloKrons now open automatically when you are within 25 meters (100 meters for BD Armory challenges)

OrX Kontinuum should work on any celestial body although this has yet to be tested ... All testing so far has been on Kerbin however the code was written with the intention of being able to create HoloKrons anywhere (even modded ones :wink:)

BD Armory challenge type is available to be created and played ... Detailed directions on how to create a BD Armory challenge will be coming in the near future (there's a lot of stuff in there so it might take a little while to get it all down in writing)
 

PLEASE NOTE: In order to create or play a BD Armory challenge you obviously must have BD Armory Continued installed

PLEASE ALSO NOTE: Physics range extender must be disabled or OrX Kontinuum will shut itself down and not allow access to any of the challenge features ... PRE isn't required for OrX Kontinuum to work with BD Armory however unless you relish the idea of seeing a big red and bold message diplsyed across your screen telling you that you need to install PRE then it's best to just leave it in and disable it from its menu (the Disable Mod button)



- GEO-CACHE HOLOKRON SPECIFIC INFORMATION -

- Geo-Caches are unable to be viewed until they have been found and only in their immediate location ... the description window will appear once the player comes within 25 meters of the HoloKron

- When scanning for Geo-Caches a scanning menu will display the distance to the nearest Geo-Cache if there is one withn the current SOI (untested at further than 700 km)

- There is a scan delay calculated off of the distance from the Geo-Cache location and the players craft ... Use the distance displayed in the menu after each scan to determine if you are getting closer (if the distance to target goes down each scan then you're heading in the general direction of a Geo-Cache)

- Geo-Cache HoloKrons will spawn when you are within 5 km and will also display a targeting reticle on screen indicating its exact position as well as any craft saved into the HoloKron will be spawned and placed at their saved locations (save local vessels option selected while creating the Geo-Cache)

Kind of a game of hide and seek :cool:



- OUTLAW RACING CHALLENGE SPECIFIC INFORMATION -

- To compete in an Outlaw Racing challenge a player must not be EVA

- When a player starts a challenge their craft will be picked up, rotated to face the first stage gate (the finish gate in the case of Dakar racing) and then will be placed at the exact coordinates of the HoloKron ... Everyone starts a challenge from the exact sameposition and facing in the same direction

- A menu will apear displaying the total challenge time, the previous stage time (if challenge is not Dakar racing) as well as the distance to the nextcheckpoint/stage gate ... times between checkpoint/stage gate are recorded to the scoreboard

- After a challengers craft has been placed the brake action group will be enabled (aka the parking brake) ... Timer starts when the challenger starts moving (don't forget to disable the parking brake :wink:)

- Short Track racing challenges have a 4km range maximum during creation

- Dakar racing challenges have a theoretical max distance of the radius of the celestial body the challenge is being created on

- When competing in a Dakar challenge the stage gate for the finish line will spawn and be placed when you are within 800 meters as well as being rotated to face the challenger

- Short Track racing stage gates have a fixed rotation that they face which is determined by the challenge creator and will be spawned then placed in thatspecific position and rotation (as placed when the challenge was created) if a challenger chooses to spawn the challenge

- Outlaw Racing challenges do not require that you spawn the challenge (option for Short Track racing) however it is recommended

- Stage gates are unable to be placed if you are within 25 meters of the challenge start location (the world position at which the challenge creation was started)

- You can only place 1 stage gate when creating a Dakar racing challenge ... Dakar racing is a race from point A to point B

- All stage gates spawned while creating a challenge will automatically phase out of existence after clicking on the save button



- BD ARMORY CHALLENGE SPECIFIC FEATURES -

- Earn salt by destroying parts on enemy craft ... The more parts you destroy the saltier you will be

- Spend salt to buy craft while in battle if you need some extra firepower (salt is displayed as Kerb-Bucks ... it will cost the same amount of displayed salt as the cost of the vessel you wish to spawn)

- Purchased craft will spawn including a pilot with the exception of any external command chairs ... this means if your craft is controlled by a kerbal in a command chair then it will be pilot-less (so don't use command chairs :wink:)

- Purchased craft will spawn and have their AI pilot activated and the guard mode turned on

- Salt total (minus salt spent purchasing additional craft) is saved to scoreboard as well as other info such as mods in the players game, cheats enabled, kill count, player MIA count, player vessel count, enemy vessel count etc....

- 60 km spawn range for airborne enemy craft

- 20 km spawn range for the HoloKron

- 10 to 15km spawn range for landed vessels contained in HoloKron

- Ability to fly under the radar by staying below the detection altitude displayed in the chaleenge menu

- If flying under the radar the distance at which you become visible will determine the delay for enemy weapon manager activation (guard mode) ... Get the jump on your enemies (but don't wait too long or you might become overwhelmed :rolleyes:)

- To finish a BD Armory challenge you must get to within 100 meters of the HoloKron at which point your current salt level and other information will be saved to the scoreboard and a detailed results window will appear displaying how many craft the player used (including purchased craft), how many enemies the player was up against and much more information about their challenge entry

- if you do not have enough salt to purchase a craft then an on screen message will appear telling the player how much more salt they need to purchase the selected craft

- When spawning craft using the OrX Kontinuum Spawn Craft feature during challenge creation, be sure to have the team set to 'A' as well as be sure that the weapon manager 'Guard Mode' is disabled ... OrX Kontinuum will automatically change the team to 'B' and turn on the guard mode as well as start the engines when the craft is spawned during a challenge (so don't start the engines :wink:)

- When spawning craft for a BD Armory challenge the Spawn Menu will appear with options to place the spawned craft, set the radar altitude of the craft (for airborne enemies), a slider to select the radar altitude to set a craft at (min of 2 km ... max of 8 km)  and the option to kill the spawned craft (this will destroy the spawned craft and switch your focus back to your original craft)

- Use the WASD keys to move spawned craft around and chose where you wish to place/set altitude

- If you set the altitude of a spawned craft then the option to place the craft on the ground will no longer be available

- Clicking on Hold Position after setting the altitude of a craft will hold that craft in that exact position until the HoloKron is saved

- All craft spawned while creating a challenge will automatically phase out of existence after clicking on the save button (they are save inside the HoloKron ... imagine what that is like, locked in a box ;.;)

 

PLEASE NOTE: While competing in a challenge, when vessels spawn your focus will switch momentarily and vessel switching will be disabled ... if you're worried about crashing your vessel during the spawning then just enable the AI pilot via the BDA Vessel Switcher window (the 'P' button) until your focus switches back to your craft

PLEASE ALSO NOTE: If you wish to be able to spawn a craft file while competing in a BD Armory challenge then that specific craft file must have been loaded into the editor and launched at least once ... If this has not been done then a message will appear on screen telling the player that the craft they chose to purchase is priceless



ADDITIONAL NOTES

- If player is missing mods listed in the .orx file then a warning menu will appear with a list of the missing mods as well as giving you the option to continue or cancel

- Additional systems have been put in place for future plans such as downloading of .orx files directly from inside the game, creating a Kontinuum to connect players together within the OrX Kontinuum framework as well as laying the groundwork for more challenge types such as Naval Salvage, Hang Gliding, Scuba Kerb, W[ind/S] and more ....

Beware Karmageddon :ph34r:



- Sample Short Track racing challenges have been included in this release of ORX Kontinuum -

- 1 Mile Drag Race ... simple straight line race down the KSC Runway - Start position is located at the KSCRunway spawning point
- Ring Around the KSC ... Just what it sounds like, a race around the perimeter of the KSC - Start position is located beside the KSC Runway spawning point, about 100 meters to the right
- Tracking Station Loop ... A race around the Tracking Station, through the RnD tunnel and then back to the runway - Start position is located at the KSC Runway spawning point


In addition to the above, the Dakar 2020 challenge has also been included in this release courtesy of @Triop

Have at it and keep your eyes open for the Dakar 2020 Challenge thread so you can post your scores and share your experience

 

Download the latest release here:https://github.com/DoctorDavinci/OrX_Kontinuum/releases/tag/0.1.1.4777

 


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OrX Kontinuum incorporates code from Vessel Mover released under the MIT License and is contained within the 'OrX.spawn' Namespace ... To comply with the requirements of the MIT license, the following permission notice, applicable to those parts of the code only, is included below:

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OrX Kontinuum incorporates code from the Cloaking Device mod ... All credit goes to @wasml
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All code used from the Cloaking Device mod has been absorbed into OrX via one-way compatibility from CC BY-SA 4.0 to GPLv3 and is now released under GPLv3
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The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

 

Edited by DoctorDavinci
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  • 1 month later...
1 hour ago, UAL002 said:

I'm very into the BDarmory challenge idea.  How does this work, am I downloading other peoples challenges? Am I making my own only?  Do they show up in career mode mission control?

Please consult the OP of this thread paying attention to the HoloKron system

Also the BD Armory specific challenge builder is not available at this time, however you can use the HoloKron system to create a Geo-Cache which will give you the ability to create a simple BD Armory challenge

"But how do I do that?" you ask ... well it is pretty simple really ....

1- Set up your BD Armory equipped craft and place them in the area you want to create a battle scenario ... be sure to have them all within 2km of each other (this is important)

2- Set up all the craft to be ready for incoming attackers (turn on their engines, set to standby and turn on any AI etc...)

3- If you want airborne craft to be saved you first must launch them and have them flying around on standby ready to attack any other team (same as above, just have them flying around)

4- Go to the center of the 2km zone where you placed your craft and create a HoloKron ... Leave it as a Geo-Cache

5- Name your HoloKron, add a description, enter a creator name etc... as explained in the OP of this thread as well as detailed in The Kurgan Manual found in game (main OrX Kontinuum menu, button at the bottom ... consult pictures in the OP of this thread if you are unsure of what you are looking for)

6- Add blueprints if you so desire ... Again, this is explained in the OP of this thread as well as in The Kurgan Manual

7- Click on the 'Save Local Vessels' check box ... this is important ... leave the distance slider at 1000 (this is the radius of the save range for landed craft) ... don't worry about the flying craft if you have any as they will be saved into the HoloKron as long as they are within 8km (flying vessel save range default is 8km)

8- Click 'Save And Exit'

Doing the above will give you a Geo-Cache HoloKron containing battle ready craft that will be spawned immediately upon coming within 4km of the HoloKron ... The HoloKron will not spawn unless you have selected it from the list, consult the OP of this thread as well as The Kurgan Manual for further information on the operation of OrX Kontinuum

Please be advised that the BD Armory challenge builder is not ready as it adds a whole plethora of additional abilities to HoloKron creating, however by using the above method you will get a taste of things to come

Good luck and happy 'sploding :wink:

Edited by DoctorDavinci
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15 minutes ago, UAL002 said:

Yea I got some general Ideas but that was very helpful and cleared some stuff up.  I'm gonna look into how this whole geocashing thing works with other peoples content next.

Let me know how it turns out as the method I explained above hasn't been tested ... yet :)

Like I said, the BD Armory challenge builder isn't even finished being written but the HoloKron system is what actually does all the heavy lifting so the above method should work

Edited by DoctorDavinci
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1 hour ago, UAL002 said:

As I'm at work I cant test yet, but out of curiosity, is access to other people's geo-cashes baked into the mod or does this require work outside KSP to prep.

That would be what the Kontinuum is for :wink:

Currently the way to share HoloKrons (Geo-Caches, BD Armory challenges, Racing challenges ect.. .... these are all HoloKrons) is to upload your file to a file sharing service (dropbox for example) and then provide a link to the file for people to download. Once downloaded, the user places the HoloKron file (the .orx file) into the GameData/OrX/Import directory in their KSP game and then when OrX Kontinuum is next opened (you can drop the HoloKron files into the import directory while the game is running) the HoloKron file will be processed and all of the HoloKrons contained in the file will be set up and made available to the user (yes, you will be able to chain HoloKrons together with each HoloKron being unlocked and made available after the one before it has been opened and completed)

The Kontinuum however will bypass the need for this step ... I have already started on a file sharing deal that will allow for automatic updating of .orx files while logged into someones Kontinuum ... Let me explain

So this mod came out of an idea I started working on about 2 years ago and has been in the works in some shape, form or fashion for over 4 years .. actually since I had the idea to create a zombie mode for KSP (which I did mind you ... See spoiler below :wink:)

Anyways, back to the Kontinuum ......

The Kontinuum is the multiverse of KSP installs which, through some file sharing and network connectivity, another person will be able to connect to. This is not a multiplayer deal per se, but more of the ability to phase into another players universe by using the HoloKron system coupled with a whole ton of other network logic I have been working on that shares files between KSP installs that are connected to the same Kontinuum ...

A player will be able to create their own Kontinuum connection that other players can log into if they have the password as well as the connection details

Use Case #1 -  you can create BD Armory HoloKron and send it to the other players universe and have the AI defend the position you created the HoloKron at in the other players KSP install (the ability to send orders to your phased HoloKrons will likely be a part of this) ... You will not have direct control over any of the craft contained in the HoloKron, they are controlled by the AI in BDAc

Use Case #2 - A space race type of deal

Use Case #3 - A cooperative space exploration deal

I think you get the picture :wink:

I created OrX Kontinuum to make it so that I do not have to hard code every level in OrX - The Loot Box Controversy (that was a major factor in how long it took me to create the few levels I did) ... Now OrX Kontinuum does it all for me :cool:

Spoiler

 

 

 

Edited by DoctorDavinci
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@UAL002just an fyi ... It works :cool:

I just flew into a holokron area, it spawned all the craft in it and they proceeded to attack me

Be sure to have guard mode turned on and the pilot ai turned on as well as start the engines if there are any before you create the geo cache

Flying craft spawn armed and ready for combat ... there is a 4km range on the current release but I intend to increase that

Oh, and be sure to turn off Physics Range Extender ... OrX Kontinuum has it's own physics deal going on and PRE messes with it and causes issues

Edited by DoctorDavinci
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  • 2 weeks later...

Just an update on what is going on with OrX Kontinuum .... Next release is coming soon, check the Github download link for the latest version

I have created a BDAc mission builder using the HoloKron system and have actually turned it into a decent game within KSP ... Here's a list of some of the features I have implemented

- Dakar Racing challenge type is available
- Short track racing type has a 4km radius maximum
- Scoreboard automatic updating and ability to extract your scores for loading into another players scoreboard is functioning
- File system changed to accommodate transferring of files via web interface
- OrX files now contain all holokrons for that set ... Chaining of HoloKrons is working, add multiple challenges or geocaches
- Creator mods list is saved to the .orx file created and a check is done to be sure a user of said HoloKron has the same mods installed
- If player is missing mods listed in the .orx file then a warning menu will appear with a list of the missing mods as well as giving you the option to continue or cancel
- Chaining of multiple challenges and holokrons together

BD Armory Specific Features

- Challenge creator working
- Earn Salt by destroying parts on enemy craft
- Spend Salt to buy craft while in battle if you need some extra help
- Salt total saved to scoreboard as well as other info such as mods in the players game, cheats enabled, kill count, player MIA count, player vessel count, enemy vessel count etc....
- 100 km random spawn range ... This will spawn an enemy within 15 km of the active vessels position if enabled in the challenge creator and interceptors have been selected (max of 3 interceptor types can be included in challenge)
- 60 km Regular spawn range for any airborne enemy craft
- 20 km spawn range for the HoloKron
- 10 to 15km spawn range for landed vessels contained in HoloKron
- Ability to fly under the radar by staying below the detection altitude
- If flying under the radar the distance at which you become visible will determine the delay for enemy weapon manager activation (guard mode) ... Get the jump on your enemies :wink:
 

There's a whole ton more but that just gives you an idea of what I've been up to

Github download link: https://github.com/DoctorDavinci/OrX_Kontinuum/releases

Github issues link: https://github.com/DoctorDavinci/OrX_Kontinuum/issues

Next release is coming soon so stay tuned to my github repo linked above

Edited by DoctorDavinci
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  • 2 weeks later...

OrX Kontinuum v0.1.1.4777


NEW FEATURES

OrX Craft Tuning ... gives you the ability to launch a vessel from the editor and tweak its various parts and save your changes to a separate craft file while in the flight scene
- You can now test and adjust your vessel then save your best setup without having to jump in and out of the editor (and remembering what your changes were :confused:)

OrX Boost Flaps ... Adds the option to control the deploy state of elevons being used as Boost Flaps (no additional part required)
- When a rover is in the air or all it's wheels are NOT touching the ground, the boost flaps will be deployed if the option has been enabled
- Adjustable slider to control the deploy speed of the boost flaps ... can be adjusted on the fly while driving
- Pitch, Yaw and Roll control will be automatically disabled if an elevon has been selected as a boost flap

PLEASE NOTE: You must toggle any given elevon you intend to use as a boost flap to activated in it's part action window

PLEASE ALSO NOTE: If you do not know what a boost flap is then please consult the first post of this thread in the Boost Flap section
 

Dakar Racing challenge type is now available to be created and played ... Your times are saved to the scoreboad and are also available to be exported as a .scores file to be shared with other players

Ability to view any challenge type HoloKron from within the editor by using the OrX Kontinuum Editor Menu (Short Track Racing, Dakar Racing and BD Armory challenges respectively)

Implemented a 'Return to Start' function accessible from within the scoreboard menu after completing a race and the scoreboard is being viewed ... click on the button to have your craft automatically picked up and moved to the start position of the challenge

Adjusted the tergeting reticle to be more asthetically pleasing... it will appear on screen when scanning for challenge HoloKrons or when competing in a challenge indication your next intended destination

HoloKrons now open automatically when you are within 25 meters (100 meters for BD Armory challenges)

OrX Kontinuum should work on any celestial body although this has yet to be tested ... All testing so far has been on Kerbin however the code was written with the intention of being able to create HoloKrons anywhere (even modded ones :wink:)

BD Armory challenge type is available to be created and played ... Detailed directions on how to create a BD Armory challenge will be coming in the near future (there's a lot of stuff in there so it might take a little while to get it all down in writing)
 

PLEASE NOTE: In order to create or play a BD Armory challenge you obviously must have BD Armory Continued installed

PLEASE ALSO NOTE: Physics range extender must be disabled or OrX Kontinuum will shut itself down and not allow access to any of the challenge features ... PRE isn't required for OrX Kontinuum to work with BD Armory however unless you relish the idea of seeing a big red and bold message diplsyed across your screen telling you that you need to install PRE then it's best to just leave it in and disable it from its menu (the Disable Mod button)



- GEO-CACHE HOLOKRON SPECIFIC INFORMATION -

- Geo-Caches are unable to be viewed until they have been found and only in their immediate location ... the description window will appear once the player comes within 25 meters of the HoloKron

- When scanning for Geo-Caches a scanning menu will display the distance to the nearest Geo-Cache if there is one withn the current SOI (untested at further than 700 km)

- There is a scan delay calculated off of the distance from the Geo-Cache location and the players craft ... Use the distance displayed in the menu after each scan to determine if you are getting closer (if the distance to target goes down each scan then you're heading in the general direction of a Geo-Cache)

- Geo-Cache HoloKrons will spawn when you are within 5 km and will also display a targeting reticle on screen indicating its exact position as well as any craft saved into the HoloKron will be spawned and placed at their saved locations (save local vessels option selected while creating the Geo-Cache)

Kind of a game of hide and seek :cool:



- OUTLAW RACING CHALLENGE SPECIFIC INFORMATION -

- To compete in an Outlaw Racing challenge a player must not be EVA

- When a player starts a challenge their craft will be picked up, rotated to face the first stage gate (the finish gate in the case of Dakar racing) and then will be placed at the exact coordinates of the HoloKron ... Everyone starts a challenge from the exact same position and facing in the same direction

- A menu will apear displaying the total challenge time, the previous stage time (if challenge is not Dakar racing) as well as the distance to the next checkpoint/stage gate ... times between checkpoint/stage gate are recorded to the scoreboard

- After a challengers craft has been placed the brake action group will be enabled (aka the parking brake) ... Timer starts when the challenger starts moving (don't forget to disable the parking brake :wink:)

- Short Track racing challenges have a 4km range maximum during creation

- Dakar racing challenges have a theoretical max distance of the radius of the celestial body the challenge is being created on

- When competing in a Dakar challenge the stage gate for the finish line will spawn and be placed when you are within 800 meters as well as being rotated to face the challenger

- Short Track racing stage gates have a fixed rotation that they face which is determined by the challenge creator and will be spawned then placed in that specific position and rotation (as placed when the challenge was created) if a challenger chooses to spawn the challenge

- Outlaw Racing challenges do not require that you spawn the challenge (option for Short Track racing) however it is recommended

- Stage gates are unable to be placed if you are within 25 meters of the challenge start location (the world position at which the challenge creation was started)

- You can only place 1 stage gate when creating a Dakar racing challenge ... Dakar racing is a race from point A to point B

- All stage gates spawned while creating a challenge will automatically phase out of existence after clicking on the save button



- BD ARMORY CHALLENGE SPECIFIC FEATURES -

- Earn salt by destroying parts on enemy craft ... The more parts you destroy the saltier you will be

- Spend salt to buy craft while in battle if you need some extra firepower (salt is displayed as Kerb-Bucks ... it will cost the same amount of displayed salt as the cost of the vessel you wish to spawn)

- Purchased craft will spawn including a pilot with the exception of any external command chairs ... this means if your craft is controlled by a kerbal in a command chair then it will be pilot-less (so don't use command chairs :wink:)

- Purchased craft will spawn and have their AI pilot activated and the guard mode turned on

- Salt total (minus salt spent purchasing additional craft) is saved to scoreboard as well as other info such as mods in the players game, cheats enabled, kill count, player MIA count, player vessel count, enemy vessel count etc....

- 60 km spawn range for airborne enemy craft

- 20 km spawn range for the HoloKron

- 10 to 15km spawn range for landed vessels contained in HoloKron

- Ability to fly under the radar by staying below the detection altitude displayed in the chaleenge menu

- If flying under the radar the distance at which you become visible will determine the delay for enemy weapon manager activation (guard mode) ... Get the jump on your enemies (but don't wait too long or you might become overwhelmed :rolleyes:)

- To finish a BD Armory challenge you must get to within 100 meters of the HoloKron at which point your current salt level and other information will be saved to the scoreboard and a detailed results window will appear displaying how many craft the player used (including purchased craft), how many enemies the player was up against and much more information about their challenge entry

- if you do not have enough salt to purchase a craft then an on screen message will appear telling the player how much more salt they need to purchase the selected craft

- When spawning craft using the OrX Kontinuum Spawn Craft feature during challenge creation, be sure to have the team set to 'A' as well as be sure that the weapon manager 'Guard Mode' is disabled ... OrX Kontinuum will automatically change the team to 'B' and turn on the guard mode as well as start the engines when the craft is spawned during a challenge (so don't start the engines :wink:)

- When spawning craft for a BD Armory challenge the Spawn Menu will appear with options to place the spawned craft, set the radar altitude of the craft (for airborne enemies), a slider to select the radar altitude to set a craft at (min of 2 km ... max of 8 km)  and the option to kill the spawned craft (this will destroy the spawned craft and switch your focus back to your original craft)

- Use the WASD keys to move spawned craft around and chose where you wish to place/set altitude

- If you set the altitude of a spawned craft then the option to place the craft on the ground will no longer be available

- Clicking on Hold Position after setting the altitude of a craft will hold that craft in that exact position until the HoloKron is saved

- All craft spawned while creating a challenge will automatically phase out of existence after clicking on the save button (they are save inside the HoloKron ... imagine what that is like, locked in a box ;.;)

 

PLEASE NOTE: While competing in a challenge, when vessels spawn your focus will switch momentarily and vessel switching will be disabled ... if you're worried about crashing your vessel during the spawning then just enable the AI pilot via the BDA Vessel Switcher window (the 'P' button) until your focus switches back to your craft

PLEASE ALSO NOTE: If you wish to be able to spawn a craft file while competing in a BD Armory challenge then that specific craft file must have been loaded into the editor and launched at least once ... If this has not been done then a message will appear on screen telling the player that the craft they chose to purchase is priceless



ADDITIONAL NOTES

- If player is missing mods listed in the .orx file then a warning menu will appear with a list of the missing mods as well as giving you the option to continue or cancel

- Additional systems have been put in place for future plans such as downloading of .orx files directly from inside the game, creating a Kontinuum to connect players together within the OrX Kontinuum framework as well as laying the groundwork for more challenge types such as Naval Salvage, Hang Gliding, Scuba Kerb, W[ind/S] and more ....

Beware Karmageddon :ph34r:



- Sample Short Track racing challenges have been included in this release of ORX Kontinuum -

- 1 Mile Drag Race ... simple straight line race down the KSC Runway - Start position is located at the KSC Runway spawning point
- Ring Around the KSC ... Just what it sounds like, a race around the perimeter of the KSC - Start position is located beside the KSC Runway spawning point, about 100 meters to the right
- Tracking Station Loop ... A race around the Tracking Station, through the RnD tunnel and then back to the runway - Start position is located at the KSC Runway spawning point


In addition to the above, the Dakar 2020 challenge has also been included in this release courtesy of @Triop

Have at it and keep your eyes open for the Dakar 2020 Challenge thread so you can post your scores and share your experience

 

Download the latest release here: https://github.com/DoctorDavinci/OrX_Kontinuum/releases/tag/0.1.1.4777

 

Edited by DoctorDavinci
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13 hours ago, FleshJeb said:

Feature request: the ability to invert the boost flap setting so that one can UNdeploy BG props when airborne. I’ve got some fan-driven Baja trucks that have an appointment in Dakar.

So you are asking to have the boost flap deal applied to Breaking Ground parts?

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41 minutes ago, DoctorDavinci said:

So you are asking to have the boost flap deal applied to Breaking Ground parts?

Yes, that's it. Apologies for not being clear.

My understanding is that the Boost Flap functionality deploys elevons when airborne--Breaking Ground prop parts are designed to operate in the deployed state, so that would need a reversal. The end result would be the same, cutting thrust.

In fact it would be rather nice to be able to choose, per-part, whether airborne=deployed or airborne=retracted. The amount of downforce needed for my Dakar test buggy is snapping the wheels off during the harder landings.

No big deal, I can do all this manually. Just a suggestion.

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