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mattssheep4

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    Rocketry Enthusiast
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    TSN Viper, Captain's Chair ( www.terranstellarnavy.net )

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  1. Short recording attached of me trying things. Particulalry, in the Site Name field, you can't have two capital letters in a row, nor can you use numbers. Some hotkeys, like periods, still activate when typing, so you can see at 1:12 that timewarp activates. I would expect that any and all hotkeys that conflict with characters would be disabled when typing. Also I've had trouble with controlling the kerbals after hitting OK. My testing indicates it has to do with timewarp being active when you hit the OK button. Playing on Windows 10 RTX 3070ti i5-6500 KSP 2 v 0.1.1.0.21572 (patch 1) EDIT: I forgot to check before posting, there are a couple other reports that deal with the same issue:
  2. @linuxgurugamerI found out the root issue after taking a look at the code and doing some testing. (I'd put this in an issue on github but apparently you've got it set so the public can't access the issues tab.) It boils down to two issues: 1. There are references to KSP_Log, which I finally found in your SpaceTuxLibrary mod, in the StationExperiment file. 2. The StationExperiment class is derived from ModuleScienceExperiment, which requires the Assembly-CSharp.dll as a reference. One or both of these issues caused the StationExperiment module to not be recognized as a PartModule, and since that PartModule was referenced in the cfg files for the experiments, they became unusable. I would put in a pull request, but I don't want to screw with your workflow, which is different from mine.
  3. Well, if I can't actually attach the experiments to a craft, I can't exactly dock it to the station either.
  4. Do you know how to put them in a lab? There's no inventory slots for the labs as far as I've seen.
  5. Should the experiments (Creature Comforts, Plant Growth, etc) be able to attach to a craft? Or are they supposed to go in a cargo part? Or is there some other arcane way to use them? It may be a mod conflict, but I can't attach them to my craft, nor can I put them in any inventory part.
  6. I'm sad that enigine effects aren't included, but aside from that....
  7. You can use KSPFields to display extra data in the existing right click menu. Alternatively you could have a button that brings up a custom UI. I would recommend the former though. I went ahead and deleted most of the part files from my dev install, that combined with an SSD makes my load time less than a minute.
  8. @se5a Assuming you're writing the code in a subclass of PartModule, then the PartModule field "part" is a reference to that part. I'm not sure what you would gain by overriding the default right click functionality.
  9. Get a reference to your vessel, then do something like this: // Get ref to your vessel, and subsequnetly a ref to the engine. // You probably want to use FindPartModulesImplementing<ModuleEngines>() instead, to get all engines, but for this example // I'm going with this. ModuleEngines engine = vessel.FindPartModuleImplementing<ModuleEngines>(); // The realIsp value may not be the right one to use. There's several fields with Isp in the name which may be applicable, // you'll have to do some testing. float ISP = engine.realIsp; // You'll have to figure out how to use each propellant individually. This just shows how to get them. foreach (Propellant prop in engine.propellants) { // iirc the ratio is basically propellant use per second. //There may be other values in the ModuleEngine that have to do with this instead. float usagePerSecond = prop.ratio; }
  10. How might I find the resource concentration for resources in an atmosphere? E.g. on kerbin, what are the values for intakeAir? Is that purely a check for hasOxygen followed by a pressure/speed calculation, or is the quantity something that can be modified? EDIT: After several hours spent trawling the documentation, I got it figured out. For anyone else wondering how on kerbin to find those values: ResourceCache cache = ResourceCache.Instance; // These are lists of all applicable resources. cache.GlobalResources cache.PlanetaryResources cache.BiomeResources
  11. I was able to make climate changes dynamically in KSP1 (went jetting around on minmus), so I expect modders will be able to do similar things in KSP2.
  12. Now if only kerbals can have rock-climbing gear
  13. With 1.12 and KAC being implemented as stock, I don't expect it to be too difficult to convert to using the stock system since it's basically the same code, so looking forward to that update I know you're busy so no pressure!
  14. So - Flashlight? Light-o-matic? Gotta have some wordplay with Lantern for the Kerb-ified name.
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