Jump to content

0111narwhalz

Members
  • Content Count

    1,532
  • Joined

  • Last visited

Community Reputation

2,522 Excellent

8 Followers

About 0111narwhalz

  • Rank
    Praise Radix!

Profile Information

  • Location
    In my sorting pit

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. How can I work inertially in a rotating reference frame? Is there a sane way to convert between the rotating frame near a planet and the inertial frame above it? How do I even tell whether the present reference frame is inertial or rotating? For context: I'm trying to operate on things stored as orbital elements, and I want them to interact with worldspace in a sensible and consistent way. I'd like to keep it all inertial.
  2. I believe this is not possible as KSP is put together. Consider pruning a dedicated KSP install with minimal parts for plugin testing.
  3. Use Hangar's inbuilt scaling functions on hangar parts, not Tweakscale.
  4. Just make the fiddly terminology a localization string, and then we can change it if we want to.
  5. In this expression, this refers to the VesselModule or PartModule or MonoBehaviour which actually contains it. The problem with this approach is that, firstly, a MonoBehaviour does not have a vessel; and secondly, that the expression does not refer to the active vessel (as specified by your question) but instead to the vessel to which a given module is attached. In other words, the expression will "follow" the vessel with the part, and not the player's focus. Apart from that—I can't seem to find a Vessel.name in the 1.10 API docs, so I'm not sure if it's valid. After reading the API docs a b
  6. I'll take the easy one. FlightGlobals.activeVessel.GetName() I know resources can be kind of a pain, and I haven't done anything with PAWs… but I think it's as simple as setting an attribute.
  7. Something about the asset packs for the particle effects needing to be recompiled, IIRC. The APUs probably have the same issue.
  8. Craft at rest on top of other landed craft are considered landed, I believe.
  9. You can't? I swear I've done that regularly. (Usually when testing rocket accelerator cannons with inert slugs.)
  10. Shadowmage does not handle CKAN registration (and has in the past been somewhat adverse to it). Go to the CKAN team instead.
  11. Normally you'd just put the part on your craft and it'd work… but since you're asking, I gather that does not work for you? So: What is your use-case, what have you tried, and how has it not worked? Screenshots if possible.
  12. Consider a satellite bus. Place your satellites on a bus, then put the bus in the hangar. Also how exactly do you get more than 200 parts in a three-stage lifter? Are you doing structural part interstages or something?
  13. Vešdasixdad Iuždreňž, Firekeeper's Determination
  14. I worked out the math on this at some point and concluded that a case like the one I described will result in a net reduction of radiator area.
×
×
  • Create New...