linuxgurugamer Posted May 13, 2020 Share Posted May 13, 2020 (edited) It's ok. I've decompiled the 1.7.3 code, am comparing it to the Github code. So far, no real differences Edited May 14, 2020 by linuxgurugamer Link to comment Share on other sites More sharing options...
VoidCosmos Posted May 13, 2020 Share Posted May 13, 2020 I have decided. Let @linuxgurugamer take over. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 13, 2020 Share Posted May 13, 2020 Just now, VoidCosmos said: I have decided. Let @linuxgurugamer take over. I was going to talk to you about working on the models, if you would be interested Link to comment Share on other sites More sharing options...
VoidCosmos Posted May 13, 2020 Share Posted May 13, 2020 Just now, linuxgurugamer said: I was going to talk to you about working on the models, if you would be interested I am not a modeller btw. But I know a trick or two to update the unity version without the .dae files Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 13, 2020 Share Posted May 13, 2020 3 minutes ago, VoidCosmos said: I am not a modeller btw. But I know a trick or two to update the unity version without the .dae files Ok. But you can certainly help with the configs. Currently the parts are set for RO (mostly). Would be great if, when I'm done with this initial activity, that you could look at the configs and redo them for stock, and also for 2.7 (JNSQ). Link to comment Share on other sites More sharing options...
VoidCosmos Posted May 13, 2020 Share Posted May 13, 2020 15 minutes ago, linuxgurugamer said: Ok. But you can certainly help with the configs. Currently the parts are set for RO (mostly). Would be great if, when I'm done with this initial activity, that you could look at the configs and redo them for stock, and also for 2.7 (JNSQ). Okay. I will look into them Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 14, 2020 Share Posted May 14, 2020 Ok. After a lot of work, I have an initial beta available. Changes Added license file Added build scripts Moved source directory up one level Added AssemblyVersion.tt Added InstallChecker.cs Added version file Renamed mod to NeatherdyneMassDriver Replaced all "foreach" statements with more efficient for (i = 0; i < ??.Count(); i++) Added standard Log class Replaced all print with Log.Info Replaced all Debug.Log with Log.Info Added setting to have custom countdown length (1-30 seconds) Added power setting, tied to difficulty. Normal = 1, easy is 2, harder is < 1, multiplied against the config value Fixed nonsense display of 15 significant digits for the countdown Added on-screen countdown Big cleanup of redundent and repetitive code in ModuleMassAccelerator Changed attach settings so parts don't have surface attach mode Downloadable here: https://github.com/linuxgurugamer/NeatherdyneMassDriver/releases @VoidCosmos Have at it. For now it's still using the original parts, which is rather inefficent, but I do hope to be able to get some new models soon. Link to comment Share on other sites More sharing options...
FreeThinker Posted May 14, 2020 Share Posted May 14, 2020 (edited) Apparently things moved a lot faster than I anticipated. Anyway, just wanted to mention that the repository of the Accelerator could be found at https://github.com/sswelm/InterstellarAccelerator . Besides the original code and added functionality to detach its internal node, It includes both old and newer models Edited May 14, 2020 by FreeThinker Link to comment Share on other sites More sharing options...
VoidCosmos Posted May 14, 2020 Share Posted May 14, 2020 @linuxforthewin, I have converted the textures into dds Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 14, 2020 Share Posted May 14, 2020 1 hour ago, FreeThinker said: Apparently things moved a lot faster than I anticipated. Anyway, just wanted to mention that the repository of the Accelerator could be found at https://github.com/sswelm/InterstellarAccelerator . Besides the original code and added functionality to detach its internal node, It includes both old and newer models Oh, so thats the difference. @VoidCosmos, good to know, but I’m goind to replace the entire Parts directory with the one from @FreeThinker. This means that I need to redo the changes I did to the part files. @FreeThinker I assume the hidden parts are the old ones? Link to comment Share on other sites More sharing options...
VoidCosmos Posted May 14, 2020 Share Posted May 14, 2020 Just now, linuxgurugamer said: Oh, so thats the difference. @VoidCosmos, good to know, but I’m goind to replace the entire Parts directory with the one from @FreeThinker. This means that I need to redo the changes I did to the part files. @FreeThinker I assume the hidden parts are the old ones? Okay Link to comment Share on other sites More sharing options...
FreeThinker Posted May 14, 2020 Share Posted May 14, 2020 4 minutes ago, linuxgurugamer said: @FreeThinker I assume the hidden parts are the old ones? Yes the hidden ones are old config file for the old accelerated which I replaced by a config with tweakscale. The MassDriver folder contains configs for the new models Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 14, 2020 Share Posted May 14, 2020 (edited) 7 minutes ago, FreeThinker said: Yes the hidden ones are old config file for the old accelerated which I replaced by a config with tweakscale. The MassDriver folder contains configs for the new models Ok,thx . Oh. Does your change REQUIRE Tweakscale for different size part? Edited May 14, 2020 by linuxgurugamer Link to comment Share on other sites More sharing options...
FreeThinker Posted May 14, 2020 Share Posted May 14, 2020 20 minutes ago, linuxgurugamer said: Ok,thx . Oh. Does your change REQUIRE Tweakscale for different size part? well yes of course it does. I also included a tweakscale component which will make the acceleration force (and power consumption) scale with mass. 9 hours ago, linuxgurugamer said: Replaced all "foreach" statements with more efficient for (i = 0; i < ??.Count(); i++) Does this make any measurable difference? Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 15, 2020 Share Posted May 15, 2020 On 5/14/2020 at 8:30 AM, FreeThinker said: well yes of course it does. I also included a tweakscale component which will make the acceleration force (and power consumption) scale with mass. Does this make any measurable difference? Each one by itself, no, but all of them put together, yes On 5/14/2020 at 8:30 AM, FreeThinker said: well yes of course it does. I also included a tweakscale component which will make the acceleration force (and power consumption) scale with mass. Then I think that I will provide a set of configs to provide a set of larger parts, but only if TS is not installed. I had to make some changes to accomodate the new parts, they are really nice, but are much longer than the original, so the mod wan't doing a good job with them. Right now I'm wrestling with a really strange problem: Any ideas? I need to get this solved. This is needed to find the closest vessel, needed to arm, but took me a long time to realize I was getting bad data from KSP Link to comment Share on other sites More sharing options...
Kroslev Kerman Posted May 19, 2020 Share Posted May 19, 2020 I confirmed if you use the 1.7.3 Version it works on 1.9 and it works like a charm idk if theres any glitches i dint notice any while i played with it for a while Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 24, 2020 Share Posted May 24, 2020 On 5/18/2020 at 10:17 PM, Kroslev Kerman said: I confirmed if you use the 1.7.3 Version it works on 1.9 and it works like a charm idk if theres any glitches i dint notice any while i played with it for a while The glitch only happens if you launch a vessel from the editor, and the vessel includes both the accelerator and the vessel. I'll take a look again, but the code for that hasn't really changed much. I suppose I could release it with some notes, I'll be working on it on Monday evening Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 8, 2020 Share Posted September 8, 2020 Mod has been adopted, new thread is here: Link to comment Share on other sites More sharing options...
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