Thomas changed the topic of #kspmodding to: Welcome to #kspmodding - the channel for discussing, and learning about, modding Kerbal Space Program. Code of Conduct: https://git.io/vSQh6 | Always provide logs (do !support for help). | *** PSA: https://kerbalspaceprogram.com/api/index.html | <Red5> Guy was asked for a log file, he gave this link: http://pastebin.com/wfVarZPf
<Starwaster> anyone know what __OVERLOAD means in KerbalEVA?
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<rsparkyc> i have a class that extends ScenarioModule, and have an OnLoad method, but when does that get called?
<rsparkyc> i added some logging, but am not seeing anything
<rsparkyc> i would think it would be when you load a save
<blowfish> that sounds right
<blowfish> but only from a save that had perviously saved that scenario module
<rsparkyc> ahh,
<rsparkyc> so i'm guessing it won't save unless it's there from the beginning as well
<blowfish> I would imagine that if you save with the scenario module active, it will save that scenario module
<blowfish> but I haven't looked at that code
<blowfish> basically it'll only load what's in the save
<blowfish> if the scenario module isn't in the save, nothing to load
<blowfish> you can look at the save, it's just a cfg
<rsparkyc> yeah, i'll mess with it, trying to make this so it doesn't break existing saves
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<rsparkyc> created a new save, neither OnSave nor OnLoad are being called...
<rsparkyc> ahh, maybe the class needs to be public
<blowfish> probably
<Thomas> rsparkyc: Does your class have a KSPScenario attribute?
<rsparkyc> nope
<xShadowx> thatd be why
<rsparkyc> awesome, thx
<xShadowx> gotta choose what scenes its for :)
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<Starwaster> does anyone here know how the Kerbal expression system works? Especially for fear?
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<xShadowx> Starwaster: nope but if you fimnd out, i want to add to my LS mod :)
<Starwaster> what do you want to add?
<xShadowx> when <stat> moves beyond a trigger point, <effect> is fired (such as blacking out from too much G force), i want to have effects able to fire emotions for nearby crew, like other crew in the capsule freak out cuz pilot is passed out :)
<xShadowx> nothing too important, just frosting :)
<Starwaster> well I can tell you how to do that right now. What I don't know is the scale of the parameters that control how much fear they have. Is it a scale of 0-1? That's the part I don't know
<xShadowx> ah no clue :|
<Starwaster> and goddamit, Github is acting up
<Starwaster> this might not be the RIGHT way to do it... but this is how I HAVE been doing it: For fear I'm just triggering the explosion reaction event with distance being the vehicle's part's distance from the vehicle center
<Starwaster> unless it's the Kerbal himself on fire on EVA in which case distance is 0
<Starwaster> distance modifies magnitude of the reaction so 0 means ZOMGWTFBBQ
<Starwaster> first I do this: EventData<GameEvents.ExplosionReaction> ReentryReaction = GameEvents.onPartExplode;
<Starwaster> then when he or his ship are overheating I do this: ReentryReaction.Fire(new GameEvents.ExplosionReaction(0, tempRatio));
<Starwaster> tempRatio is 0-1
<Starwaster> because I've been ASSUMING that it's wanting a 0-1 ratio but I'm not sure that's correct
<Starwaster> also wondering why I'm using new keyword on something that's going to fire multiple times a second. That's probably not right
<xShadowx> all its doing is setting this.fearFactor, so could add your own method to toy with fear/wheee/etc
<xShadowx> this.fearFactor = er.magnitude * 100f - er.distance; would make me think magnitude is 0-1
<xShadowx> would skip the new as well :)
<xShadowx> and if temp gets too high, less fear as brain gets fried
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<xShadowx> ahah made a shitty partmodule to change fearFactor, neet :D
<xShadowx> ooo i can make efects for kerbals to +/- a kerbal courage/stupidity too!
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<xShadowx> kerbal gets no food, grows stupid
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<xShadowx> getting "firsts" records a lot could turn on badass flag
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<xShadowx> if only there was a logical/easy way to see how dangerously stupid a mission was lol
<xShadowx> ie lawnchair+heatshield+jeb+reentry :P
<xShadowx> Starwaster: oh thx for the help ;3
<oren> xShadowx: hmm perhaps cockpit temperature bar near limit could do it
<xShadowx> oren: i think Starwaster is doing that for DRE
<Starwaster> what?
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<Starwaster> what temperature bar limit?
<xShadowx> Starwaster: making kerbals inside overheating part fearful
<xShadowx> think he means the part overheat display bar
<xShadowx> oh cool panic is tempered by experience
<Starwaster> having trouble troubleshooting my fear reactions because one of my Kerbals has gone totally blank
<Starwaster> he's got like NO facial expressions at ALL
<xShadowx> o.O
<Starwaster> I think I fuxed up his little head
<Starwaster> set him on fire too many times
<xShadowx> ahahah
<Starwaster> or... wait when you say tempered by experience... JUST the experience from levelling up? Or... maybe I set him on fire SOO many times that he's just used to it now?
<xShadowx> Starwaster: just lower his experience, and raise stupidity, then call it a feature :)
<Starwaster> uhm... this can't be true
<Starwaster> gExperienced = 22113.461309530929
<Starwaster> WTF really?
<xShadowx> o.O
<Starwaster> I can't even begin to apprehend how that might have happened
<Starwaster> that's Valentina btw
<Starwaster> where could you POSSIBLY experience that kind of g force
<Starwaster> unless it's not really gs?
<xShadowx> uh i think i read it wrong
<xShadowx> this.panicLevel += (float)(Math.Sqrt(Math.Max(0.0, this.protoCrewMember.GExperiencedNormalized - ((!this.isBadass) ? 0.5 : 0.75))) * 0.5); heh
<xShadowx> gs experienced not experience oops :P
<Starwaster> maybe it's the TOTAL gs experienced over their lifetime?
<xShadowx> uh no clue
<Starwaster> how do we NOT know this after all this time?
* xShadowx never messed with this before :D
<Starwaster> I think it must be total over lifetime
<Starwaster> unless.... Valentina seems to be dead. Maybe she died of too many gs
<Starwaster> I dont even remember killing her :(
<xShadowx> fried her brain?;x
<Starwaster> wait she's not dead....
<Starwaster> weird
<Starwaster> ok fearfactor is clamped in several places... so it must be 0-1
<Starwaster> unless it was only clamped for a few limited cases. crap
<xShadowx> gsexperienced seems to be over time, and looks like it decays
<xShadowx> so ge experienced in last few sec prolly
* egg|zzz|egg pokes Starwaster with a stick
<egg|zzz|egg> Starwaster: you probably want to close https://github.com/Starwaster/ProceduralParts/issues/3
<Qboid> [#3] title: SRB nozzle placed wrong when combined with RSS and Principia | You get a nozzle position that looks like this: http://imgur.com/zE2miKa | https://github.com/Starwaster/ProceduralParts/issues/3
<xShadowx> <Starwaster> gExperienced = 22113.461309530929 <- not normalized :)
<xShadowx> thats why so high heh
<xShadowx> ok test 2.........showing fear when airlock hatch blows open :D
* xShadowx succeeds \o/
<xShadowx> now to get kerbals to fly out said hatch.........so gotta find go eva code -.-
<xShadowx> plain eva will go eva and grab ladder, dont want that, need them to fly out
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<SilverFox> taniwha, you on?
<Starwaster> xshadowx ok so about fearfactor, the magnitude that is USUALLY passed to it is 0.1 from explosionPotential on parts. It's never set to anything higher than that. So 0-1 (or the temperature ratio I've been using) is a good value
<xShadowx> :)
<Starwaster> though fear from other than exploding parts.... seems like it can be higher. I have to get a new test Kerbal because Henbus seems to be catatonic
<Starwaster> no really, he totally will not make ANY facial expressiosn at all anymore
<xShadowx> and what value range is distance?
<Starwaster> make of that what you will
<xShadowx> totally intended feature
<Starwaster> well it's the distance between the Kerbal and the exploding part.
<Starwaster> but eventually it gets subtracted from the magnitude of the fearFactor
<Starwaster> so if there is no exploding part and you just want to pass in raw fear that use distance 0
<xShadowx> Starwaster: question is, does reloading scene or game fix the catatonic state?
<xShadowx> right, i get that, just wondering what distance usually is, 0-1 or 0-100k etc
<Starwaster> nope
<Starwaster> and I dont know why since there doesnt seem to be persistant data stored that would affect that....
<Starwaster> what is ToD?
<xShadowx> where is that at?
<xShadowx> Time of Death ;p
* xShadowx doesn't know and took a guess
<Starwaster> that's what I thought....
<Starwaster> but he's not dead
<Starwaster> ...
<Starwaster> or is he?
<Starwaster> dead people show no emotions
<Starwaster> oh dear
<Starwaster> ok none of the Kerbal classes (KerbalEVA, KerbalExpressionManager, et al) reference ToD
<xShadowx> goto roster, see if dead
<xShadowx> i see nothin for ToD in protocrewmember
<Starwaster> not in KerbalRoster... and I as just about to check protocrewmember
<Starwaster> wtf
<xShadowx> ahah
<xShadowx> protocrewmember
<xShadowx> UTaR = RoD in cfg
<xShadowx> s/RoD/ToD
<Qboid> xShadowx meant to say: UTaR = ToD in cfg
<xShadowx> it uses that for respawning a kerbal
<xShadowx> Starwaster: ^
<Starwaster> so it is time of death
<Starwaster> I must have respawning turned on
<Starwaster> but that is weird because Henbus hasn't actually been saved in a dead state that I know of
<xShadowx> i hate when people change names between code vs what they call it in cfg
<xShadowx> whats his roster status?
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<Starwaster> available
<Starwaster> no
<Starwaster> assigned
<Starwaster> btw I missed that explosionReaction does fearFactor = magnitude * 100 - distance
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<Starwaster> There's a GameEvent OnCrewmemberLeftForDead... when does THAT trigger? Does anything use it? ... wow
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<oren> when a spacesuited kerbal leaves the physics zone?
<oren> probably not, but that should be it
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<xShadowx> Starwaster: just need a mod to turn ksp into The Sims :P
<xShadowx> oh wait kerbal feels mod
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<Starwaster> xshadowx if we do that people will do mean shit to their Kerbals like making them have to walk a 2 hour path to get to their rocket and then they'll end up pissing themselves or starving to death on the sidewalk
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<xShadowx> Starwaster: i was refering more to the relationship side of it
<xShadowx> ie jeb hates bil, wont be sad if bill gets sucked out the airlock, but val might get sad cuz val <3 bill
<xShadowx> kerbal feels mod already does crap like that though, forgot about it
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