silverfox8124 Posted December 18, 2014 Author Share Posted December 18, 2014 I do not feel rushed, don't worry, im taking my time to make sure that things are done right. Im not half-assing much for you guys. Hell even global warming will be a factor in it all. Link to comment Share on other sites More sharing options...
tofox Posted December 18, 2014 Share Posted December 18, 2014 Global warming, it would just be cool if there was just a automatic wind system let alone all the other things your planning.I'm glad you're working on this again. Link to comment Share on other sites More sharing options...
silverfox8124 Posted December 19, 2014 Author Share Posted December 19, 2014 @tofox, global warming is a major part in our winds and weather systems, and it's not by choice that I'm including global warming in the mod, but by necessity, as with having an atmosphere, the way that black body radiation/emission works, it's just a thing of consequence, it's complicated, and I'm going through a metric .... ton of math to get you guys an awesome mod to play with. One that isn't whimsical and unpredictable, but one that follows patterns and rules and can be tracked and predicted, just like IRL weather can. It's quite the challenge indeed, but it's going to happen one way or another. Link to comment Share on other sites More sharing options...
silverfox8124 Posted December 19, 2014 Author Share Posted December 19, 2014 (edited) Also, in the next update, there will be a weather API for any of you who may want to grab weather data for whatever mods you make! It will get better over time as more stuff comes into play, but it's already quite extensive in the amount of data you can grab.Edit: And by API I mean you can do things like: grab the temperature at a specific cell on a specific planet, compare cells, pressures, get the neighbouring cells, tons of functions that can be used. Edited December 21, 2014 by silverfox8124 Link to comment Share on other sites More sharing options...
sober667 Posted December 22, 2014 Share Posted December 22, 2014 This is mod wich i wating for now we cen build real working glider and fly not depending on infiniti-glide-bug Link to comment Share on other sites More sharing options...
silverfox8124 Posted December 22, 2014 Author Share Posted December 22, 2014 @sober667, with this mod it'll be with thermals, which if I model correctly, will lead to you having to plan out your flight path very carefully, just like professional gliders do irl! There's a lot of potential in this mod, and I'm happy I'm getting the chance to do it. Also on note of my recent progress, I just switched from a latlong cell system to a hexcell system like Kethane has. So I'm busy learning how to utilize the grid to it's full potential for weather purposes. After that it'll be going onto doing cell maths and seeing if pressures and temps move around, if so, we have a primitive weather system set up~ Just thinking about it gets me excited~ Link to comment Share on other sites More sharing options...
wasml Posted December 23, 2014 Share Posted December 23, 2014 Your sail made me think of wing sails - basically a wing mounted vertically on a ship - with the KSP wing module this might even work! Now I need to go figure out how to make/launch boats...Watching this with interest. Link to comment Share on other sites More sharing options...
silverfox8124 Posted December 23, 2014 Author Share Posted December 23, 2014 @wasml, Firespitter has water launch in it, as well as that one mod that adds different KSC's all around the kerbin has some boat launches/water launches. Link to comment Share on other sites More sharing options...
silverfox8124 Posted December 23, 2014 Author Share Posted December 23, 2014 Lol, let's just say there's some tweaking needed XD It's currently at 64.8C on kerbin's sea level... so yeah XD Link to comment Share on other sites More sharing options...
silverfox8124 Posted December 25, 2014 Author Share Posted December 25, 2014 Updated! Install latest FAR and KWS! And enjoy the breezes~ Link to comment Share on other sites More sharing options...
Sandworm Posted December 25, 2014 Share Posted December 25, 2014 (edited) Does "no work with 64 bit" include linux installs? That seems overkill. The vast majority of linux users are running 64bit.EDIT: It is working under linux 64bit. So only the statement in the op is less than accurate. Edited December 25, 2014 by Sandworm Link to comment Share on other sites More sharing options...
silverfox8124 Posted December 26, 2014 Author Share Posted December 26, 2014 Ah yes, It seems as though I forgot to fix that line when my browser crashed on update. I shall fix it again, thank you. Link to comment Share on other sites More sharing options...
silverfox8124 Posted December 27, 2014 Author Share Posted December 27, 2014 Updated! Kinda, updated description to tell you all about the awesome Functions I've added in for any modders to use! Check it out! Link to comment Share on other sites More sharing options...
politas Posted December 29, 2014 Share Posted December 29, 2014 Is there a way to crank down the amount of clouds? I can hardly see any terrain from the map view. Link to comment Share on other sites More sharing options...
silverfox8124 Posted December 29, 2014 Author Share Posted December 29, 2014 @politas, yes there is, if you still want the 4 layers of cloud, you can go into the textures folder and find the kerbin cloud map file, then open it up and erase some clouds, or if you want to erase cloud layers, just go into CloudLayer.cfg and find the layer you want to delete, then simply delete it, I suggest backing up the cfg before doing that however. Link to comment Share on other sites More sharing options...
_Augustus_ Posted December 30, 2014 Share Posted December 30, 2014 Can you please make a version for NEAR? Link to comment Share on other sites More sharing options...
Agathorn Posted December 30, 2014 Share Posted December 30, 2014 Would it be possible please to get a bit more information on using your API from another mod? I'd like to add some TestFlight modules to support this mod.Basically how would I go about getting the current cell that the vessel/part is in, and then calling your API with that cell? Link to comment Share on other sites More sharing options...
politas Posted December 31, 2014 Share Posted December 31, 2014 I'm not seeing an icon for this in either Blizzy's toolbar or the stock one. How do we change the parameters? Actually, the first time I ran with this installed, I did see the user interface, but there was no way to make it go away (including hitting F2!) for screenshot purposes.@politas, yes there is, if you still want the 4 layers of cloud, you can go into the textures folder and find the kerbin cloud map file, then open it up and erase some clouds, or if you want to erase cloud layers, just go into CloudLayer.cfg and find the layer you want to delete, then simply delete it, I suggest backing up the cfg before doing that however.Ah, I was hoping for a way to do it in settings so I'm not breaking updates. It weird, though. I see all these screen shots with blue skies and a few wispy clouds, but I get constant cloud cover that makes visual navigation almost impossible. Link to comment Share on other sites More sharing options...
silverfox8124 Posted December 31, 2014 Author Share Posted December 31, 2014 @Agathorn, the API's functions are quite self-explanatory tbh... if you want the cell at location, use getCellAtLocation()- - - Updated - - -@politas, yes, this is a WIP, and I haven't implemented Stock toolbar yet, I will in the future, but not now. You also can't change the wind because those days are over. I'm working towards naturally occurring weather. Link to comment Share on other sites More sharing options...
politas Posted December 31, 2014 Share Posted December 31, 2014 I haven't implemented Stock toolbar yet, I will in the future, but not now. You also can't change the wind because those days are over. I'm working towards naturally occurring weather.Ah, ok. Didn't see any comments about the UI going away in the change log. For now, is there any way to tell what the wind speed & direction are without building devices to litter the landscape? Link to comment Share on other sites More sharing options...
silverfox8124 Posted December 31, 2014 Author Share Posted December 31, 2014 @politas, weather mapping hasn't been implemented yet, but the way you measure windspeed, is with the Anemometer part, you measure temp with the thermometer, and pressure with the barometer, the camera and rain collector do nothing just yet. Link to comment Share on other sites More sharing options...
Fox Loco Posted December 31, 2014 Share Posted December 31, 2014 @silverfox8124 really nice mod! Sorry if someone already asked this but does the mod supports RSS? I play with RO. If not do you intend to?Thanks for such a nice mod! Link to comment Share on other sites More sharing options...
silverfox8124 Posted December 31, 2014 Author Share Posted December 31, 2014 (edited) @Fox Loco, Fox Brethren! I have not yet tested it with RSS, if you would be so kind as to test it out and let me know how it goes, that'd be great. For wind functionality, it should be fine, but for the API im not too sureAnd yes, I do intend to support RO and RSS Edited December 31, 2014 by silverfox8124 Link to comment Share on other sites More sharing options...
Fox Loco Posted December 31, 2014 Share Posted December 31, 2014 (edited) Great then, i'll test, brb!*EDIT* Kerbal stuff is off-line, i'll for it to get back on, im using CKAN Edited December 31, 2014 by Fox Loco Link to comment Share on other sites More sharing options...
silverfox8124 Posted December 31, 2014 Author Share Posted December 31, 2014 I'm sure CKAN has a back-up of all the mods somewheres... and KS is up and running for me atm. Link to comment Share on other sites More sharing options...
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