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CelestialMechanic

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    Bottle Rocketeer

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  1. I was in a spaceplane sort of mood today, so I went out and reinstalled Retro-Future Planes, which probably has my favorite aesthetics of any aircraft mod. Then after a failed attempt at a fighter plane with too much thrust, I made my first and only flyable VTOL, with the newest FAR no less. The stubby wings make it hard to land even with VTOL capability. It also easily makes orbit, which is more of a testament to the overpowered dual mode VTOL engines in RF than my ability to make planes.
  2. It's interesting that you should be the first reply, I spent a lot of time ensuring that the mod would work smoothly with mods like Outer Planets that add new bodies. As for Kopernicus, I really have no idea how to use it.
  3. A fork of the old PlanetRandomizer mod by metaphor. The plugin has been updated for 1.0 and various things have changed, including saving new planet data in the persistence node, rather than a separate config. In addition, Kerbin will attempt to be placed inside the habitable zone so that planets will appear in both higher and lower orbits. Note: Rarely, there may be a bug in which your vessel spawns in deep space. If this occurs, revert or return and time warp a bit from the space center. Pictures Download from KerbalStuff Source Code This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  4. This plugin is actually part of a larger project, but I thought that since I'm not really going to finish it any time soon, and a standardized module for making resource converter parts is a useful thing to have (the only other conversion API I've seen is Kethane's), I would release it. License and source files included. Plugin + Source
  5. It seems to be working (I used a double by mistake) on the primitive types, but IConfigNode implementing classes are still only being loaded once. I worked around this by copying the data manually from part.partInfo.partPrefab, which is the original part loaded by the PartLoader, and whose modules can be searched for the original IConfigNode implementing classes. You may want to make a copy of the data if you plan on changing it, since unless it's a struct, the copied objects are references.
  6. I've been writing a plugin for some time now, and I want to configure things like the power usage of a part from the part module definition. PART { //Some Part MODULE { name = ModuleKSPFieldTest powerConsumption = 65 } } The module looks something like this: public class ModuleKSPFieldTest : PartModule { [KSPField(guiActive=true)] public float powerConsumption = 0f; } The problem is, as far as I can tell, that the only instance of ModuleKSPFieldTest that recieves this data is the one that's loaded at startup (and filed away somewhere?), and any parts that actually use that module in flight only display the compile time default of 0. Does this have anything to do with the fact that the debug console displays the part as Part(Clone)? Arodang has asked for help about this before, and as far as I can tell hasn't even been acknowledged, so I'm making this a proper post.
  7. I have a different problem with the new B9 pack. I've installed it properly, merging the folders in the zip into the KSP root directory, and I have all the parts including SABREs. However, while the small SABRE works perfectly, the medium version doesn't display a thrust animation in either mode, and only indicates thrust on the context menu when in rocket mode. However, I'm not actually getting any thrust.
  8. First, you attach the docking port so that the part with the larger radius (the same as the 1.25m rocket parts) is attached to your rocket, and the smaller radius faces out to dock, on both ports. Then, I think you actually need to target the docking port itself rather than the ship it's attached to. Once you're close, right click and you should be able to target that port specifically.
  9. My first actually useful space station, CSS Desiderium, with attached service and transport module. It has two Kosmos TKS RD-0225 monopropellant engines for propulsion and station keeping just below the side RCS tanks, and a winch system for jumping things that don't quite make it to the station, because I've had problems with electricity and RCS fuel before.
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