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devanmedrow

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Everything posted by devanmedrow

  1. sorry if this is the wrong place for this. but I would like to ask if I could have a function added to it. one that would allow a detector to only see that there is a posability of this resorse here And not identify how much. Then another detecter can get a better reading (the way it is now). thank you for your time and patience
  2. I must admit this time I didn't hunt around for the info... Sorry. I just posted this thread. I know I was going to need it from time to time. And I was bing lazy. Instead of me finding a lot of posts and reading tell my eyes hurt. I know KSP modding people are very helpful. I could get started before I got discouraged and gave up. even you a little annoyed at me are very helpful. (It looked like you are annoyed a little but if I'm wrong sorry for assuming Incorrectly.) No never coded C# Thank you for the help and incuragement. thank you. When I get home I'll try that
  3. I am looking to make my first plug in. I would like to make a science plugin that uses something like the Hubble telescope. it can be in orbit around Kerbin. target Duna and slowly gain science point from Duna. then target Jool and slowly gain science point from jool. possibly also give a list of fake targets outside of the solar system. the last time I did any programming was Visual Basic 6. I know there will be one or two people that will tell me to go to read book X on c# programming. I have never been able to learn that way. unfortunately being dyslexic and ADD don't help you're learning process. if someone has a basic "hello world" set of project files for a kerbal plugin. ready to compile. a list of some good tutorials on some basic kerbal functions and can tell me the what compiler to use. from there I can learn alot. then ask a question here or there on how to do something specification. any help thank you for your time and patience
  4. +1 for KOS using its antenna, but if RT is loaded it switches to use RT com settings. You could have 3 computer types. 1) Just get computer commands from KSP and executes them. 2) One that gets commands from KSP or can store X bytes of code and run on its own if out of contact. (X can be changed in the .CFG file) 3) A computer on the ship that runs like kerbales where aboard. (keeps running even if RT has no contact. You just cant type commands)
  5. If you look in Kethane's Doc's he added support for more stuff to mine. He just said don't use my modles to make your detector/miner/storage. But yes make more stuff to mine. as long as you use new modles and PNG files you will not be violating his licence.
  6. I would really like to see an external window that you could use on a second monitor. Or even a web page display like the telemetry mod. it doesn't have to be type-able, but that would a plus. You have the termanle on the second monitor and you press "~" now your keyboard is set to the termanle. You type your commands then press "~" aging and your keyboard is back to KSP control's. The "~" key could be what ever you like it to be.
  7. 3) GoTo command Old dos coding if my memory serves me right. (Goto reset. reset: set x to 0 set y to 0)
  8. 1) I would really like to see an external window that you could use on a second monitor. Or even a web page display like the telemetry mod. it doesn't have to be type-able, but that would a plus. You have the termanle on the second monitor and you press "~" now your keyboard is set to the termanle. You type your commands then press "~" aging and your keyboard is back to KSP control's. The "~" key could be what ever you like it to be. 2) A command to set the power used by RCS thrusters/Control surfaces/Wheel turn from 100% to 0%. Able to adjust the % of total thrust RCS use, speed your Control surfaces move or haw far they move, The angle your wheels rotate. Sometimes you have a lot of control surface for high altatude flights but at low altatude it is to much so you get the bouncing effect. Or you are building a space station and while docking you wont the RCS to just nudge you here or there. This is the best mod out there for ship control!!! Thank you very much.
  9. one way you could get the explosion to work partly. Wold be to have the part look at the attachment chain. (C4 part is attached to side of fuel tank01, below fuel tank is fuel tank02, below is fuel tank03, below is rocket buster. above is decoupler 02, rocket buster, fuel tank04, then fuel tank05. The C4 part applies 80% to fuel tank01, then 80% of that to fuel tank02 and decoupler 02 (the next part above, below, and side attached), then 80% of the last parts damage go to the next part above, below, and side attached to those parts. So on and so on tell every part is hit once, or the damage = 0. the draw back to this is 2 parts right next to each other but not connected for several parts up would git very little damage. And if you wonted to go a little extra you could look at what resource is in the parts that get destroyed and and there explosive damage to the mix. C4 blows up an empty fuel tank no big deal. It blows up a full 3meter fuel tank and the damage that spreads from that part out takes out half a station. disregard this post. Fel talked about this already... I should read the hole posts aging to refresh my memory before running my mouth. lol.
  10. Thats ok. This is something i think we will have to wait for the devs to add in aging thats ok. I'll just make it so heat flows every where. (Like mono propellant) Now I'll start building my config files for parts, and new part models. thank you for your time and patience
  11. That would be great INPUT could be used for cooling reactors and rockets off. OUTPUT could put "resource" directly into the part it is mounted to. Right now i'm looking at part 1: solar radiator resgen { if resgen.Sunlight = 5 { output = 1 Kelvin heat per secant } } Part 2: Crew Moduel Fuel copasity: "Kelvin Heat" = 295 { ResGen { INPUT = .5 Kelvin heat per secant INPUT = 1 O2 Air per Kerbal in part per secant INPUT = 1 food per Kerbal in part per hour INPUT = 1 Water per Kerbal in part per hour OUTPUT = 1 Wast per Kerbal in part per hour OUTPUT = 1 Co2 per Kerbal in part per secant } if Kelvin heat <= 255 { disable craft stop timer2 reset timer2 start timer1 (4 hours) } else { start timer2 (2 hours) stop timer1 Timer1 = 0 { kill kerbals in part } Timer2 = 0 { reset timer1 } } I know this is not exactly the right code for this but I'm working on it. or i could have a reactor heat the crew cabins and hydroponics bays. Then have coolant radiators cool the rest of the reactor down. If I forget to open the radiators Part 3: nuclear reactor Fuel copasity: "Kelvin Heat" = 533 { if kelvin Heat = 533 { ResGen.Explode (Trying to see if this can destroy a lot of parts) } } did a little looking up: Kelvin 0 is about -460 Fahrenheit / -273 Celsius Kelvin 230 is about -46 Fahrenheit / -43 Celsius Kelvin 255 is about 0 Fahrenheit / -17 Celsius Kelvin 273 is about 32 Fahrenheit / 0 Celsius Kelvin 295 is about 72 Fahrenheit / 22 Celsius Kelvin 340 is about 153 Fahrenheit / 67 Celsius Kelvin 366 is about 200 Fahrenheit / 93 Celsius Kelvin 533 is about 500 Fahrenheit / 260 Celsius You have been very helpful in making this mod. Thank you very much. Is it possible to get the amount of "Recourse type" in this part only?
  12. I would like to make a deployable solar panel a Thermal radiator. a liquid is pumped though the panel and the sun heats it up. the liquid now goes it to the crew cabin heating the air to a Kerbal friendly temp. This would be something that would have to be changed in the model first. A rocket engine has a model, texture, and a glow texture. the last one shows the rocket bell glowing when the rocket is getting hot. This part of the question is there a way to have the glow texture show with out messing with the real heat of the rocket part?
  13. I can't wait for 0.6 to come out. it will be so cool to have multi resources. You are my hero.
  14. Would there be a way to setup the Kethane Pack to have two or more types of resource to drill for?
  15. i understand the not getting in to part Temperature issues. You are right it would be to much to try to add to this plug-in. Would you be able to setup a module to allow you to transfer a "Resource" from the part it is in the cfg file of to a part of your chose. In game right click or set in config. It transfers at X speed a sec, and stops transferring when the receiving part gets to X% or X#. I could then add the already added modules to slowly bleed off "Resource A" at X per sec. When "Resource A" gets to "0" craft become inoperable or just starts "Timer 1". When timer 1 hits "0" Kerbals die. It could show up like fuel in a fuel tank. Life support in space is: Pressurized hull, Heat Power O2, CO2 Removal Water, Food, waste removal. If this is still not what you would like to do... Ok. I could probably set it up so "Heat" as a fuel like mono propellant just with a mass of "0.0000000001". Let the "Thermal generator" ResGen a fuel "Heat". Ane the crew pods store fuel "Heat", but they also use "Heat" at about 0.01 a second. Would it be possible to change the cfg file of a solar panel so it make resource "heat" not power. And to add to that solar panel a Temperature map (the red glow on rockets when they are hot). Set the Temperature map in cfg file to glow based off the amount of resource "heat" it is making??? thank you for your time and patience
  16. I thank you for adding in the kill commands. One more request. (Unless you can do this already) if then MODULE. IF resource "Heat" in this part is < "number" then (you could also have it look for the first crew module, fuel tank, solar panle, or any name = "") MODULE { name = ResGen update = 1 INPUT { name = ElectricCharge rate = .001 } OUTPUT { name = Heat rate = .001 } OUTPUT { name = Heat rate = .0001 } BADOUTPUT { name = Heat inmodule = CommandPod Value >= 75.000 } } the badoutput looks for resource Heat in the first CommandPod (or any other module type) up the part chain. if it finds one it looks at the value there. if its 75 or grater it stops the ResGen from making any more. I would also like to be able to set a slow drop in that resource. If the commandPod drops temp to low you can't control it anymore, if it stays that low to long Kerbals die, and if it gets to hot it kills Kerbals or blows up the part. This would be used for making heat generators (or coolant unit) that i could connect inline or on the side and have it feed one resource from its self to another part. A heater would keep the crew worm A coolant unit would pull heat out of a generator so the generator doesn't get to hot. I could set both of the parts to have a heat image just like the rockets. That would be a kool site. Your space station on the dark side of the plaint with this glowing fines on the side of it.
  17. yes a timer code would be good Timer(Name, 0, 2, 50, 30, 00) 0= first number left to right (H,M,S) 2=number of units to show ((1=50H)(3=50H:30M:00S)(1, 2=30M:00S)) 50=hours 30=minutes 00=seconds Starttimer(Name) start timer count down Pausetimer(Name) stop and hold count down Resettimer(Name) reset count down back to fist settings Displaytimer(Name, Text) display a small pop-up window or a line in the right click menu (Text= what title you see on the counter) Alerttimer(Name, 00, 10, 00) Maybe add an alert timer setting to slow down warp speed and flash the color of the displayed timer when time hits 00H:10M:00S You could set several timers and when the time hits 0 {} the code in the brackets is run. Some timers would not show, they would just run in the back ground and some would be displayed. You could also add one more setting to the timer up/down count. Start count at zero or count down to zero. When your O2 tanks are empty timer1, timer2, & timer3 starts. When time1 stops kill 1 kerbal when timer2 stops kill 1 kerbal when timer3 stops kill the last kerbal. Only timer3 was displayed.
  18. Do you have in your plugin or do you know how to kill the Kerbals one by one. or also make the craft uncontrollable? So when they run out of air... Dead. I'm setting up life support now with this plugin. this would make this plugin so much better.
  19. you asked for ideas. How about a long arm with an RCS unit at the end (only works after deployment). Soaler panels that work to add electricity. Or an arm that is amid at a target in it movement range. Kerbol (soaler panels) kerbin (cameras) KSP (satellite dish) The Mun Debris/Capsule (lights) Let me know what you think.
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