medsouz Posted September 26, 2014 Author Share Posted September 26, 2014 K. On it.thx bae <3 Link to comment Share on other sites More sharing options...
Spacepetscompany Posted September 27, 2014 Share Posted September 27, 2014 I wonder if it's possible to do procedurally exploding Kerbal Konstructs objects..... Medsouz, what's you opinion on the feasablity of the matter? (Couldn't wait till the update to ask) Link to comment Share on other sites More sharing options...
medsouz Posted September 27, 2014 Author Share Posted September 27, 2014 (edited) I wonder if it's possible to do procedurally exploding Kerbal Konstructs objects..... Medsouz, what's you opinion on the feasablity of the matter? (Couldn't wait till the update to ask)I was just thinking about this and I definitely plan to add destruction, however the way I would do it (and I'm 99% sure Squad does it) is let asset devs provide a 2nd "destroyed" model that it switches to.EDIT: Just added the icons AlphaAsh made, thanks buddy! Edited September 27, 2014 by medsouz Link to comment Share on other sites More sharing options...
Spacepetscompany Posted September 27, 2014 Share Posted September 27, 2014 (edited) With the new part explosions and particle smoke? I love it! Edited September 27, 2014 by Spacepetscompany Link to comment Share on other sites More sharing options...
BigD145 Posted September 27, 2014 Share Posted September 27, 2014 You might need to rename "static" objects when .25 releases. Link to comment Share on other sites More sharing options...
Divico Posted September 27, 2014 Share Posted September 27, 2014 (edited) Launch sites will now show up in the tracking station. My feature! I always forget to plant a flag when I start for a test flight.Edit: or is it just tracking station? Probably not map-view. NM.With the new part explosions and particle smoke smoke SMOKE?That could be another dream come true for my launchpad: Smoke on the water and fire in the skies...Any chance for a ParticleAnimateOnStage? Edited September 27, 2014 by Divico Link to comment Share on other sites More sharing options...
Justin Kerbice Posted September 27, 2014 Share Posted September 27, 2014 I was just thinking about this and I definitely plan to add destruction, however the way I would do it (and I'm 99% sure Squad does it) is let asset devs provide a 2nd "destroyed" model that it switches to.EDIT: Just added the icons AlphaAsh made, thanks buddy!Nice Why not adding icons in the buildings folder, with a fallback default.ex:building{ pic = mylaunchmenuthumbnail icon = mylaunchsitemapicon (.png/whatever)}// default: a basic icon K or L in a square.And maybe a set of icons for runway, launchpad, fuel station (kind of building made with InfiniteDice stuff), anomaly.+ different colors/background (used site, unknown/undiscovered) if they're not hidden first.default would be something like:icon = runwayicon = launchpadicon = anomaly...in asset config file. Link to comment Share on other sites More sharing options...
_Augustus_ Posted September 27, 2014 Share Posted September 27, 2014 Does this work with Kerbin City? Link to comment Share on other sites More sharing options...
medsouz Posted September 27, 2014 Author Share Posted September 27, 2014 Does this work with Kerbin City?Yes it does. Link to comment Share on other sites More sharing options...
medsouz Posted September 27, 2014 Author Share Posted September 27, 2014 Why not adding icons in the buildings folder, with a fallback default.Good idea, just added a LaunchSiteIcon parameter. Here it is using some random image I found on Google Images with Kerbin City. Link to comment Share on other sites More sharing options...
Riverey Posted September 27, 2014 Share Posted September 27, 2014 Wooow. But button still disappears after twenty minutes of gameplay=( Link to comment Share on other sites More sharing options...
medsouz Posted September 27, 2014 Author Share Posted September 27, 2014 Wooow. But button still disappears after twenty minutes of gameplay=(I'm having trouble replicating this issue. Did you by any chance switch saves during the 20 minutes? Link to comment Share on other sites More sharing options...
magico13 Posted September 27, 2014 Share Posted September 27, 2014 So I saw that it was mentioned a page or two back about trying to figure out how Squad's recovery code worked. In short, it just finds the distance between the KSC and the ship by doing the Great Circle Distance between them using their latitude and longitude, dividing by the Max Distance (pi * kerbin radius), then does a linear regression between 0.98 and 0.1 (so 98% and 10%) to give the recovery percentage. The ONLY way to get 100% is to be landed at the LaunchPad or Runway (it specifically checks the "LandedtAt" string of the vessel). Even at KSC you only get 98% recovered (which I personally think is lame).Easiest way to support multiple recovery "zones" would be to check the Great Circle Distance from each and take the smallest one and put it into that calculation instead. Link to comment Share on other sites More sharing options...
Spacepetscompany Posted September 27, 2014 Share Posted September 27, 2014 That could be another dream come true for my launchpad: Smoke on the water and fire in the skies...Any chance for a ParticleAnimateOnStage?Check out the smokescreen plugin, I belive several mods out there use it, most notably Hot Rockets Particle Effects! Link to comment Share on other sites More sharing options...
medsouz Posted September 28, 2014 Author Share Posted September 28, 2014 Last night I got the CustomSpaceCenter module working. Currently it only moves the recovery point to closest space center and uses the stock recovery rates but I'll improve that at some point in the future. I also finally fixed the clicking through issue on the site selector. Expect a 0.4 release later today. Oh and another thing I was wondering about, does anyone know if Kerbal Konstructs works with DarkMultiPlayer? Link to comment Share on other sites More sharing options...
Divico Posted September 29, 2014 Share Posted September 29, 2014 Bug report:KK crashes when "Quit to Main Menu" from a loaded save (Space Center/VAB).-> Start KSP. Load a save game. Enter VAB, KK button is there. Exit VAB. Quit to main menu. Load a save (same or another). Enter VAB: No KK Button.Mods used: Kerbal Konstructs 0.3 and Kosmodrome 0.8. Nothing else.Verified with Kerbal Konstructs 0.3 and KerbinSide "Launch Points" V 1.1.I can provide a log if needed.Last night I got the CustomSpaceCenter module working. Currently it only moves the recovery point to closest space center and uses the stock recovery rates but I'll improve that at some point in the future. I also finally fixed the clicking through issue on the site selector. Expect a 0.4 release later today. Oh and another thing I was wondering about, does anyone know if Kerbal Konstructs works with DarkMultiPlayer?Good job on the click through Does the recovery point move automatically, or is it set in the .cfg? Link to comment Share on other sites More sharing options...
Justin Kerbice Posted September 29, 2014 Share Posted September 29, 2014 Small feature request which may help you: display the version number on the top right (or elsewhere) corner of the launch site selector window. Link to comment Share on other sites More sharing options...
InfiniteDice Posted September 29, 2014 Share Posted September 29, 2014 (edited) Wow! That's awesome! Now we just need a refueling station at each launch site lol.I wrote it just for making my video series really, I have no further plans for it.Medsouz is a capable guy, but if he wants the rough code for adding to all launch sites, then he can have it. All that he could make required is the wayPFuel transform be added to the site requirements... That transform just keeps track of where the actual refueling point is. He'd have to simply integrate it into his current code, then clean it all up and make it all spiffy...He can toss me a pm if he want's it as-is Edited September 29, 2014 by InfiniteDice Link to comment Share on other sites More sharing options...
medsouz Posted September 29, 2014 Author Share Posted September 29, 2014 Bug report:KK crashes when "Quit to Main Menu" from a loaded save (Space Center/VAB).-> Start KSP. Load a save game. Enter VAB, KK button is there. Exit VAB. Quit to main menu. Load a save (same or another). Enter VAB: No KK Button.Mods used: Kerbal Konstructs 0.3 and Kosmodrome 0.8. Nothing else.Verified with Kerbal Konstructs 0.3 and KerbinSide "Launch Points" V 1.1.Fixed Does the recovery point move automatically, or is it set in the .cfg?You define recovery points as a MODULE and the game will select the closest one when you recover. Link to comment Share on other sites More sharing options...
medsouz Posted October 2, 2014 Author Share Posted October 2, 2014 (edited) Due to my lack of free time to polish the update the people wanting some of the new features I'm doing a prerelease of 0.4. It should be relatively stable but if you find and issues let me know.Download it from Kerbal Stuff.Whats new:Fixed the plugin breaking when switching savesFixed clicking through launch site selectorAdded launch site icons in map view and tracking center. Make sure you have the planet selected to make the icons show up, they are hidden when you have a craft selected. I'll probably fix that before I do a full release.CustomSpaceCenter module to move define multiple recovery points (This might turn into fully featured space centers in the future if I ever have the time to figure that out)Configuration file, currently only one setting: "launchFromAnySite" which will let you, as the name suggests) launch from any site regardless if you are in the VAB or SPH. Edited October 2, 2014 by medsouz Link to comment Share on other sites More sharing options...
kiwiak Posted October 2, 2014 Share Posted October 2, 2014 Launch site icons are gonna be usefull.. And at last click through problem solved.Thanks for that update. Link to comment Share on other sites More sharing options...
Spacepetscompany Posted October 7, 2014 Share Posted October 7, 2014 Anyone tested to see if this works with 0.25? Link to comment Share on other sites More sharing options...
Railgunner2160 Posted October 7, 2014 Share Posted October 7, 2014 If it does I get the feeling that the creators of content for it are going to be bombarded by requests to make their stuff destroyable...... Link to comment Share on other sites More sharing options...
Spacepetscompany Posted October 7, 2014 Share Posted October 7, 2014 Medsouz has already said he plans to do it Link to comment Share on other sites More sharing options...
comham Posted October 7, 2014 Share Posted October 7, 2014 I wonder if you could do a procedural destruction thing, like some old RTS games used to have, where the "destroyed" state model was just the regular one, with the vertices shifted randomly and a "burnt" texture instead. Link to comment Share on other sites More sharing options...
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