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wasml

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Everything posted by wasml

  1. I checked out both your posts in hopes of finding out what scenarios were - Do you have some examples of ones you've played? Maybe I know them by another name.
  2. @robot_rover Have you looked through these links Mod Development Links Compilation It's stickied at the start of this thread. Has a number of tutorials including for engines.
  3. A few thoughts - you include optional configs with the regular download either in a non KSP loaded directory (could make the install a mess) or somehow disabled (say a .cfgx extension) then the user could rename a file to add the config? Or if your feeling particularly ambitious a GUI to enable/disable. I'm thinking the optional configs will be relatively small so no reason not to include them - only problem would be the enable/disable mechanics.
  4. Fantastic! Downloaded. One suggestion - If you put the version and date of last change in the thread title it's easy to see when an update is available.
  5. Comparing specs would be about the only way as far as I know. Take Procedural Fuel Tanks - See what sizes/contents can be replaced and note the names. For example the large orange tank found in the GameData\Squad\Parts\FuelTank\fuelTankJumbo-64 folder. The first few lines of the cfg file are PART { name = fuelTank3-2 module = Part author = NovaSilisko mesh = model.mu .... Note the bolded line - that's the name "fuelTank3-2" If you look at the description (description = ) farther down you might recognize it from the parts menu info display. And the "title = " is the part name you see in the editor. For this you'll need to dig into the .cfg files. Take the noted names you saved from the first step and look through likely looking .cfg files for the same name. Usually but not always the cfg file will have a similar name to the part name. You can remove that cfg file from the GameData folder and the part will not be loaded - though the part its self doesn't uses many resources - it's the textures you want and they'll still load even if no parts are using them (unless your using DTL). Next look for a texture name that appears to be associated with the cfg file - if your lucky it might be mentioned in the cfg file but usually not. One thing to be careful of - sometimes multiple parts use the same texture. If you see three cfg files and three .dds files chances are your OK. If you see three cfg files and one dds file it may be shared. For this reason I usually copy the cfg's and dds (sometimes tga or png) to another location outside the GameData folder. If I restart KSP and I have plain white pieces or missing pieces I have probably removed a needed texture (or a wrong cfg file) and I simply restore them. Can be a bit of a pain but will also get you familiar with the cfg files and soon you'll be editing them to better suit your requirements!
  6. Great addition - thank you. A couple suggestions for the next update: 1) Make the screen size configurable - maybe a setting in a cfg file. Reason - I have an old computer and the current window size goes off screen. 2) Add a button to open close the windows (stock button/blittzy's/minimize-maximize - any would work). Reason - with a small screen I was dragging the screen off to the side so I could manipulate objects to get to the state I wanted and then dragging the windows back - then repeat. Anyway great tool - now part of my tool box.
  7. I third this! I like the text tutorials as I find myself constantly going back to check steps when something doesn't work. Down side is when a click on an obscure (to a noob) menu is skipped over. I like the video tutorials as I can sometimes catch that missing menu click.
  8. @123nick Nothing special for FAR though I would think it should work. As far as the weights - From Wikipedia "One newton is the force needed to accelerate one kilogram of mass at the rate of one metre per second squared" so you would need local gravity * X Kilo-newtons of lift to hover X tons of craft. And thanks! this may have just pointed me to a possible problem that was patched over with a kludge. Also thinking I should display this as Kg lift - so when "weight = Kg lift" your hovering. Edit: OK - looking at the code - it's messed up but when lift = mass you should be about neutral buoyancy. @Quabbo Thanks! Oddly enough I went and purchased a rocket simulator and one of my first ideas was a blimp mod?!?
  9. I'm new to the plugin stuff myself so take what I say with a couple grains of salt. I believe this is what most part less mods use. I've managed to save data to the SCENARIO section of the save game - appears to be the place to store general mod data using the following code using System; using System.Collections.Generic; using System.Linq; using System.Text; using KSP; using UnityEngine; namespace Aerostat { [KSPScenario(ScenarioCreationOptions.AddToAllGames, new GameScenes[] { GameScenes.FLIGHT, GameScenes.SPACECENTER })] internal class AerostatScenario : ScenarioModule { private static float liftMultiplier = 1.0f; public static float LiftMultiplier { get { return liftMultiplier; } set { if (liftMultiplier != value) liftMultiplier = value; } } public override void OnLoad(ConfigNode gameNode) { base.OnLoad(gameNode); if (gameNode.HasNode("liftMultiplier")) { liftMultiplier = float.Parse(gameNode.GetValue("liftMultiplier")); } } public override void OnSave(ConfigNode gameNode) { base.OnSave(gameNode); gameNode.AddValue("liftMultiplier", liftMultiplier.ToString()); } } }
  10. Ah - I saw ctrlSurfaceArea and assumed it meant what it said - thanks. I'll take a closer look at those cfg details and update.
  11. Have you seen Historical Rockets, Probes and Stations. Has a Soviet pack and a US pack.
  12. Just made a fin in 1.0.5 and it seems the control surface no longer needs to be named "obj_ctrlSrf". From Blender Hierarchy: FinGameObject Fin collider - collider for the whole fin control - mesh for the control surface Mesh - mesh for the fixed part of the fin And the cfg file: MODULE { name = ModuleControlSurface useInternalDragModel = True dragCoeff = 0.6 deflectionLiftCoeff = 0.61 ctrlSurfaceRange = 40 ctrlSurfaceArea = 2.3 actuatorSpeed = 25 transformName = control }
  13. The sticky links at the top of addon development have some good links to information. The Mod Development Links Compilation has a long list of tutorials and other info. As far as documentation - the source code provided with mod's and the auto complete (in VS) are the only two sources that I'm aware of.
  14. Non aerostat album parts: landing gear is stock and fans are from RoverDude's Exploration pack. WARNING – early WIP. Ever since I started playing KSP I've wanted to play with airships. I found Hooligans airships and had fun with those and then Procedural airships. While I really liked both of those mods I wanted to go in a bit different direction with this. I also wanted to learn how to make mods so.... Currently I have models for rigid aerostats (think Hindenburg) and non-rigid aerostats (think Goodyear blimp – technically semi rigid for the newest one). These consist of three centers and three end caps. Gondola parts include a cockpit that has some extra info display functionality for aerostats, a crew compartment and a gondola tail. Three hydrogen cylinders, one fin with a control surface, a probe core if you want the extra aerostat display info without the gondola and finally a tweakscale MM patch. I'm new to 3D modeling so the models are rather basic. Operation wise you have a lift cell and the lift cell contains a balloonet or a balloon within a balloon. The balloonet allows you to vary the lift gas volume so you can maintain a set altitude – the bigger the balloonet is inflated, the less room for lift gas, the lower the altitude you stabilize at . Gas cells (lift cells and balloonets) can rupture if subject to too much pressure. If a gas cell is ruptured it doesn't pop like a balloon but will start leaking gas. To prevent disaster the gas cells have an emergency relief valve that will vent gas at a set pressure and while it should prevent a rupture in most circumstances, it won't save you if you ascend too fast. To control the craft right click on envelopes to control each envelope individually: Cell Main/Cell Balloonet to select the part of the envelope to control - lift cell or balloonet. Step +/- to change the amount to change Lift +/- to change the selected (lift or balloonet) fill by amount. Dump to manually dump gas Or on a areostat controller (cockpit or probe core) part for info/control of all envelopes: Pressure Hold on/off to automatically try to keep pressure at 500 Pa Venting on/off to allow over pressure venting - also called ERV or Emergency Relief Valve. When you stabilize at your desired altitude turn pressure hold off. Working Lift calc's – parts will fly. Cells will randomly spring a leak if over pressure(1500 Pa for now) - probability increases with time over pressure and how far over pressure. Not working Under pressurized non rigid aerostats work just as well as when properly pressurized. To Do List Add hatches to the gondola parts (you can't EVA at this point). Add a GUI Move over burdened right click menu to GUI. Auto trim function. (or /- trim) Auto altitude function. Auto pressure function – for non-rigids. Graphical status for each lift cell. Add configuration window. Allow change of lift gasses – currently Hydrogen only. Add hot air, and heated gas options. Part scaling - needs to independently scale length and diameter so part count can be reduced. More envelopes, gondola parts, better models, better textures. Balance the pieces. Required mods: Community Resource Pack. Recommended mods: At this point I haven't played with this enough to be able to recommend any mods to go with this but AirPark looks very promising and KAS should be perfect for anchoring to towers or the ground. There is only one size of envelope so TweakScale (MM cfg included) is needed if you want bigger envelopes. Download And a final warning – progress is going to be slow. License CC BY-SA
  15. @silversliver - If you look in the KAS winch .cfg file there's a "maxLength" parameter - a simple MM patch (or text edit) might extend the length.
  16. Excellent idea - number of time this I've wished I had something like this. Downloaded. Small request - could you put the version number and date of latest version in the thread title? - makes it easier to spot updates.
  17. No limit on mods per category. One thing I do when I have problems with a mod is to make a new test directory with a fresh KSP install. Then load only the problem mod in the fresh install (with any needed support mods). If it still doesn't work you either have a bad install (forgot a needed helper mod, stuck something in the wrong place, wrong version, etc.) or the mod has a problem. At this point I go back and read the forum thread looking for posts of the issue I'm seeing and double checking requirements. If the problem disappears you goofed the main game install or there's a conflict - again search the forum for clues as to possible conflicts. Good luck!
  18. I haven't used them myself so I'm not sure what the tolerance is but Kip Engineering has some
  19. I've seen LoFi's tracks too and just ran across something that looked promising as a way he may have managed to animate the textures. I was able to get a basic proof of principal going - here's the code: I've just dived into plugin coding myself so am not the best to expand this. If you can find someone willing to take this up that would be great. If not I could make a stab at it but progress would be very slow. Not sure if this is required for something so trivial but if so license is CC 0.
  20. I think it will require a plugin like RealScience - unfortunately the last activity there was in May.
  21. I'm trying to do something similar (the procedural part that is) and am looking at the Tweakscale code. It looks like Scale.cs has the size change stuff using part.transform.Getchild(0).localScale though I haven't been able to get it to work yet. The node position and size code also appears to be there. I did find the meshes using part.GetComponentsInChildren<MeshFilter> and changing the veritex array does work though I'd rather not have to modify the mesh its self. If your just getting into plugins the most frustrating part is the lack of documentation on where things are hidden - best thing I've found is looking at others code. Good luck with this!
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