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satnet

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  1. I assume you mean changing the content of your text field for "currentText"? The way most changeable GUILayouts work is you pass in the current value and it returns the revised values (which may be the same as the current value). The current value you pass in can be changed by anything. Example if you want to clear the text after sending: this.currentText = GUILayout.TextField(currentText); if(GUILayout.Button("Send Text")) { NetworkManager.Instance.sendChat(currentText); [COLOR=#ff0000]this.currentText = "";[/COLOR] } If on the other hand you want to know if the contents have changed. The easiest way is to compare to the previous value. string tempText = GUILayout.TextField(currentText); if (tempText != currentText) { currentText = tempText; doSomethingWithChangedText(tempText); }
  2. The wiki has a basic example. For the video inclined cybutek has a good set on . Unity has OK documentation on it here, though I would start with the other resources first. Unfortunately this is all documenting the old Unity UI, which is one of the things that will change with KSP 1.1 (Unity 5 still supports it I believe, but stock KSP UI won't be using it as I understand and conflicting UI systems can result in interesting issues like both picking up mouse clicks). I have not used the new UI system, but the best resource I've found for scripting it is here. Thus far I've only read the page I haven't used it in any of my development yet. The legacy UI is much easier to script thanks to utilities that have been built around it. The new UI lacks the utilities, but allows for much prettier/flexible interfaces (from what I've observed).
  3. I'll reiterate the need for a gravity turn. If you start a gravity turn properly the rocket should just about steer itself into the proper turn. It takes some practice and you'll probably flip a rocket or two, but it is one of the more beneficial skills to master in the game. I'm assuming when you say 90 degrees you mean horizontal (you launch at 90, horizontal is 0). You really shouldn't be going for horizontal at 10km. I'm usually aiming to be at 0 degrees between 30 km and 40 km, though it depends on the rocket. That is rarely on my first stage. As a rule of thumb until I'm past about 15 km, my main focus is on keeping aerodynamically stable rather than on achieving a specific orientation (you do need to achieve an orientation, but that is priority #2) which means gradual changes as you ascend instead of the sharp turns we used to use pre-1.0.
  4. After noticing a sharp rise in crashes Gene Kerman commissioned a study on why rockets and planes crash. The resulting 3,151 page report was turned over to SatNet Aerospace to research and develop parts that could reduce crashes or make them more survivable. The first parts to come out of the project were Ram Air Turbines and the group was quickly dubbed “The RAT Pack". Even as they expanded into more flight safety parts the name stuck. The RAT Pack: Ram Air Turbines The RAT Pack provides Ram Air Turbines that generate power from flowing air. I was partly inspired by a documentary on the "Gimli Glider", a 767 that had to glide to a landing with nothing but batteries and a RAT to power critical systems. A couple of spaceplane landings where I had to constantly manage electric charge to maintain control and keep enough for the landing gave me some incentive to actually build it. The RATs are designed to provide emergency power and have peak power at or slightly above that of an RTG. Electric charge output is a function of both airspeed and atmospheric density. RAT-1 "Pinwheel" Ram Air Turbine - As basic as they come, it provides little power and must be activated manually. RAT-360 "Cage Master" Ram Air Turbine - Generates more power and will automatically start up when electric charge is depleted. RAT-720 "Topper" Ram Air Turbine - A RAT built into a nosecone. It has a higher peak power than the RAT-360, but has a performance curve similar to the RAT-1. RAT-6000 "Pack Master" Ram Air Turbine - The most powerful RAT. This one has the ability to control electric charge flowing from its internal battery and turns it on only when it is activating. It is able to generate peak power over a broader range. EPM-MK3 "Emu" Emergency Power Unit - A complete emergency power solution with a RAT, Fuel Cell, and APU. Thrust Reversers Thrust Reversers redirect the engine thrust. They are used to reduce stopping distance once landed. I developed it primarily for Duna spaceplanes where a short stopping distance is a huge asset. They will redirect the thrust of the engine attached to them. Attaching multiple engines will not give you the desired behavior as only one engine will be reversed. TR-1 “Backup" Thrust Reverser - Designed to fit a Turbojet or RAPIER engine. TR-L “Way Back" Thrust Reverser - Designed to fit longer 1.5 m engines, particularly the LV-N. Terrain Awareness and Warning Systems A Terrain Awareness and Warning Systems (TAWS) gives you a chance to avoid a crash by warning you while you still have some time to react. It uses the radar altimeter and some calculations to figure out what the terrain looks like. It also has an obstacle detecting radar (FLT Radar), however it only activates below a certain altitude and uses a fair amount of power when in use. TAWS-1 "Lookout" Warning System - Equipped with Ground Proximity Warning System (GPWS) and Forward Looking Terrain (FLT) Radar. TRS-1 "Lookdown" Terrain Radar - Terrain scanning to improve landings. Launch Escape System Trigger I came across this post Launch Escape System Rocket Stack Failure Detection and thought it was in line with this mod and a great idea. LEST-1 "Oops" LES Trigger - Detects a unplanned dis-assembly and hits the abort button for you. Download: https://github.com/KSatNet/RATPack/releases/download/v0.21/RATPack.zip Source: https://github.com/KSatNet/RATPack/tree/master/RATPack License: https://github.com/KSatNet/RATPack/blob/master/RATPack/LICENSE.md Questions and Answers: NOTE: I'm referencing the stock textures. If you modify or remove textures from the stock parts these parts will fall back to the solid black placeholder texture.
  5. Wow, definitely wasn't expecting to be featured. There goes my idea of a minor mod to get my feet wet. This is just half of my personal utility mod that I thought was ready to be split off and released into the world. I'm not even sure it is the better half. @TJPrime - Yes, "Unleash the Kraken" is fun. I'm not saying I've launched ships just to use it on them, but I had to test it right? They were all unmanned, I promise. I've got some minor improvements in mind for it when I get around to another version. @Kurtvw - I don't have the -apsis or asc/desc node buttons. They would be dead simple to add, but the interface is starting to cross the "too cluttered" threshold at least from my perspective. They were already on my short list if I can think of a clean way to add them.
  6. Kartographer is a collection of utilities to make the map view easier to use. Mostly this provides a point and click interface that is not as finicky as clicking on a point along an orbit. Utilities Warp To Gives you precise control over the "Warp To" capability. You can warp to any point in the future. It will detect maneuvers and SOI transitions and add buttons to warp straight to them. This works in the map view, tracking station, and in flight. This is a great way to get to transfer windows or warp to a maneuver that needs more than 1 minute of lead time. This is particularly useful in the tracking station where you have no limit on timewarp, but don't have an easy way to warp to a specific point in time. Vessel Select Gives you a list of vessels ordered by proximity. You can target or switch to any vessel in the list. This includes flags, asteroids, and debris (the latter two are suppressed unless you want them). You can clear the current target of your vessel. This utility also allows you to "Unleash the Kraken" on you current vessel. It will destroy a random part on your vessel until it is gone. This is a far more satisfying way of clearing debris than terminating it in the tracking station. Focus Select Change the map view focus with the click of a button. It will detect bodies on your current or planned trajectory and present those as a short list. You also have the ability to pick from any celestial body from a list. Maneuver Editor Gives you full control over your maneuver nodes. Precisely control the time and delta-V of your maneuvers. Store your maneuvers, try something else, and if it doesn't work restore the original set. It also includes a subset of the "Warp To" functionality to quickly warp to a maneuver (-1 min, -10 min, and -1 hr for varied TWRs). I created this when I had an orbit that refused to give me a selection point on the current orbit and it grew from there. I've tried other maneuver editors, but I kept coming back to this one for one reason or another (mostly the ability to create a new node when the orbit click method is finicky and time controls in human friendly scales). Download Kerbal Stuff GitHub (Source) License: https://github.com/KSatNet/Kartographer/blob/master/Kartographer/LICENSE.md Change Log v0.1.0.0 - Initial Version v0.1.0.1 - Ap/Pe, Atmosphere Enter/Exit, AN/DN Node buttons. Assorted other fixes. v0.1.0.2 - Support for blizzy's toolbar (optional) and changing themes. Compiled and tested for 1.0.5.
  7. You might try blizzy's Toolbar mod. It is an alternative toolbar API. Not every mod will support it, but it will probably be enough to get things out from under the other UI elements.
  8. For SSTOs your missing a good option for a next destination. Laythe (2nd moon of Jool) is a good next destination because it has oxygen, it has an atmosphere that isn't too thick or too thin, and gravity is a bit lower than Kerbin. It really depends on what kind of challenge you want to tackle. Laythe - If a plane flies well on Kerbin it probably flies better here. However, you have a long trip so good interplanetary navigation skills are required. Also finding a viable landing spot can be a challenge. The main design challenge is getting enough fuel capacity for the interplanetary journey while remaining light enough when you get there. Duna - Like others have said if you want it to fly as a plane you need a lot of wings. The atmosphere is thin and it takes a lot of lift to do any good, but the thin atmosphere also means you get nearly vacuum ISP and thrust. The main design challenge is getting enough lift. You probably want to try to land in a low-lying area so the atmosphere is as thick as possible when you land. Eve - I don't know what it is like in 1.0+ yet, but from what I've heard it remains one of the more challenging places to get anything off of. Getting an SSTO off of Eve will probably require a mod with engines that can use atmosphere. In stock the only advantages of an SSTO are that it can have a TWR less than 1 and it can control its descent and land on a high mountain which reduces the Delta-V required. The main design challenge is getting enough delta-V and TWR to get into orbit. Definitely tackle this one last, it is hard enough with a multi-stage rocket. The SSTO constraints make this very very difficult.
  9. I put together a quick and dirty approximation of your plane. I did swap the structural intakes for ram-air intakes right off the bat since as others have pointed out the structural intakes aren't well suited to spaceplane use. The design isn't half bad, a few tweaks and I could get it to a roughly circular 75 km orbit. I did swap out the long MK2 liquid fuel fuselage for a short LF and a short LFO MK2 fuselage. My first attempt at an orbit had roughly 490 units of LF without any oxidizer. I would also recommend swapping out the engine nacelles even though I didn't try this. They are rarely worth the weight compared to what you can use in their place. Using my usual ascent profile I peaked at around 1.2 km/s and maintained over 1 km/s up to about 25 km. The short version of my ascent profile is accelerate to about 270 m/s at a modest pitch, then climb to 10 km with as high a pitch as you can while maintaining about 270 m/s (just don't pick up too much vertical speed, keep it under 100 m/s). At 10 km start to level out by setting SAS to point prograde and letting it track prograde down to just below 10 degrees pitch and return to stability. Usually I level out at around 15 km. You should already be going about 1 km/s at this point. As you observed you'll start losing thrust, but you should still have enough to continue accelerating. For TurboJets you'll probably start losing velocity around the 20 km point, but I usually stay with the jets until they either cut out or I drop too close to 1 km/s. At this point you switch to rockets and you can basically ascend like you normally would at this point if you were using a rocket. I'm changing my ascent profile all the time and there is probably someone out there with a better one, but this is the one I like and it worked for my version of your plane at least once. Jet engines are pretty sensitive to the operating conditions, airspeed, altitude, air intake, and angle of attack all factor in and you need to maximize them all for a good ascent with a spaceplane. The margins were pretty thin, though that may be because my piloting skills aren't tuned for this plane. I barely had enough fuel to de-orbit, but once you're on the right track it should just take a few tweaks to get some more delta-V.
  10. You might want to check out http://alexmoon.github.io/ksp/. It will calculate a wide range of launch windows. You can specify departure, time of flight, and transfer type. I use it all the time and find it invaluable. When you run it the output will show the ejection angle/delta-V for the most optimal transfer with your parameters it could find. You can also click anywhere on the plot to see the ejection angle/delta-V for a different transfer.
  11. The thrust from jet engines now depends on airspeed. If you right click on your engine you'll see that as you pitch up and down the thrust will vary a little and that as you lose speed it will fall and as you speed up it increases. It also varies with altitude, but you aren't high enough yet for that to be a major factor. Both of your planes look like they use RAPIERs which have a peak thrust much higher on the velocity curve than other engines. This makes them great high altitude, high speed engines, which is why I use them in most of my post-1.0 planes, but means that if you aren't careful you can get stuck at an apparent wall when you lose too much speed and you no longer have the thrust to go faster. You need to either pick up speed before climbing or add an engine that peaks at a lower velocity to give you a boost. Don't climb too aggressively unless you have a lot of excess velocity/thrust (too aggressive depends on your plane, but usually 5-10 degrees above prograde is my rule of thumb below 10 km). If you start to lose thrust and airspeed you can point prograde and build it back up. This works even if you lose altitude as long as you don't fall too far and you pull up slowly because you'll maintain most of the speed you gained which will give you the thrust to push through. Alternatively adding a Turbo RamJet is a very easy way to get plenty of thrust in the low altitude, low speed portion of your flight, but means extra weight and air intake requirements. Also drag and weight are extremely important factors. Yours look reasonably aerodynamic. They look like they might be a little heavy, particularly with just two RAPIERs, but I tend to try to design my SSTOs as light as possible which may give me a bias. You can probably get away with less wing area, but your designs are still fairly reasonable. The posts pointed out by I_Killed_Jeb are good specific examples how to design planes and ascent profiles that work. SSTOs are so varied it is good to know why things like this are necessary so you can accommodate them in your design or ascent profile when they don't quite match up with specific examples.
  12. You can use your "Mod" key to force it into node attach mode. This means it will attach to the green attachment nodes and nothing else. That should address the attachment problem. Each satellite will need a probe core and power generation/storage. Looking at your satellites I think you'll have a problem when you decouple them. They are going to clip into one another, which will be tolerated as long as they are one vessel, but once you decouple they will either explode when they collide or end up intertwined and unusable. Inline would probably be better or you can use the BZ-52 Radial Attachment Point to build them on the side of a tank. Inline has the advantage that your center-of-mass will stay lined up with your thrust vector. Radial gives you more flexibility in putting things on top of your satellite.
  13. A screenshot might help. Usually I run into that when I have some part clipping that leaves a part on the outside of the cargo bay. You probably have two options (without relaunching). You can spin the spaceplane as fast as possible, that can often dislodge the cargo. You can also timewarp, which will cause the two craft to pass through one another (just don't stop until they are completely separated).
  14. The "specific plane" tutorial complaint is something I can sympathize with both as a user and as a tutorial writer (it is really hard to keep it generic). There are a few common reasons that you can't get off the ground. First the RAPIER is a great engine at high altitudes and speeds, but mediocre at idle on the ground. If your plane is heavy it might not have the thrust. The wiplash is much better at lower altitudes and speeds, and not bad at high speeds and altitudes. I'll often use one wiplash and an appropriate number of RAPIERs on my SSTOs since it gives the plane a good all around capability (it is completely possible to create an SSTO that uses only one or the other though). You may also need to adjust your landing gear placement because you need to have some leverage to pull up and take off. Generally you want your landing gear just behind your CoM and RAPIERs are heavy enough to shift it a little. You also may not have enough pitch authority to pull up, though it doesn't take much and you can take off with a different engine so it isn't as likely, still a canard or tail plane may help. To build a cargo SSTO I usually build an SSTO that is a little overbuilt and add a cargo bay roughly at the CoM (this keeps flight characteristics roughly the same after you drop off your cargo). You might need to bump up the engines and fuel to compensate for the dead weight. The hardest part is often times building the payload in the bay. Usually I attach a docking port to the outside, build my cargo, and then move it into the cargo bay using the "node attach mode" (hold the "mod" key for your OS) so it snaps to the node instead of surface attaching. For docking ports I usually use the protected docking port as a nose code, though it probably won't fit the style you're going for. The inline Mk2 or inline clamp-o-tron are usually pretty easy to add to your design and they give it a nice look and feel, but they are a little harder to dock with though that is just my opinion. Any of them are perfectly usable, just make sure the inline ones are placed far from any obstructions like tail fins that might prevent you from docking. My overall advice is to keep your SSTO as light as possible. Reducing weight is often much easier than adding more engines or fuel. The "more engines"/"more fuel" cycle is a trap I often fell into when I starting making SSTOs. Don't be afraid to remove unneeded fuel, you can keep yourself from reaching orbit by carrying around a few extra tons of fuel. Try to find the right balance of LF and LF+O tanks, because it is a waste of fuel to send up oxidizer you can't burn because you used the corresponding fuel with air-breathing engines. Don't be afraid to go through some trial and error. SSTOs are a lot of fun, but they usually operate on thin margins because they don't have the luxury of dropping the extra weight of a stage once you're done with it. While they are pre-1.0 the best generic aircraft guides I've run across are http://forum.kerbalspaceprogram.com/threads/52080 and . This is a good guide for getting to orbit in 1.0.4 .
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