Benjamin Kerman

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About Benjamin Kerman

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    Psychotic Pyromaniac

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  • Location Somewhere over the rainbow
  • Interests Making rockets with too much dV...

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  1. Hello everyone, I've been working on a project and I would like to cannibalize borrow look at some code from a mod that has limited amounts of LF/O available at any one time to fuel up new rockets with at the space center. I'm pretty sure I've seen one before, but I'm looking for some help here finding it because I'm too lazy very busy with other things at the moment. If anyone can provide some insight to a mod that does this or something similar, it would be of great help! Thanks!
  2. Making a tech tree

    Welcome to the forum! Check out this tech tree: The main file in the github repo is ,which has the MM edited nodes at the beginning and the newly created nodes at the end. I would also recommend looking at the stock tech tree file and making small edits to that to see how they show up ingame.
  3. Complete Beginner Modding Tutorial?

    If you would like to find out more about the programming aspects, check out the Plugin Help and Development subforum and read the basics of creating a plugin guide. Feel free to PM me or submit a question if you would like some more specific information!
  4. Ah, ok. Thank you for the information!
  5. Thanks for the kind words! I'll take a look at the sizing asap. Edit: I think I will just make a larger pulse-det engine, in addition to the larger scramjet. @rohanguard1 your larger scramjet is coming up in the next release as well!
  6. Looking for a Modder to fix Kerbiting Systems

    Ok, that helps a lot more. Now, if you find another bug like this, save the game and immediately upload the output log as you did earlier with a description of the problem. I also suggest posting a bug report with this information on the Kerbiting Systems thread so the author can take a look at it too.
  7. @gomker, I belive that you can put a tag in the KSPField [KSPField(advancedTweakables = false, …)] float myField;
  8. Mods not working

    Please send us your output log uploaded to dropbox or pastebin and give us more information. Follow the information in this guide:
  9. Hey @linuxgurugamer, found this when looking at someone else's output log: NullReferenceException: Object reference not set to an instance of an objectat JanitorsCloset.ToolbarIconEvents+InstallToolIconEvents.OnGUIApplicationLauncherReady () [0x00000] in <filename unknown>:0 at JanitorsCloset.ToolbarIconEvents+InstallToolIconEvents.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) if that helps you in any way, consider this an unofficial bug report. Member's log is from @Alpha 360, link to log is
  10. Looking for a Modder to fix Kerbiting Systems

    If you tell us what the problem is, we may be able to help you further. "Kerbinating Systems has been messing with my game" doesn't help us.
  11. I was thinking a little bool in your program that flips if EditorLogic.saveShip is called @katateochi class ShipSaveTracker : EditorLogic { bool saved; public void EditorLogic.saveShip() saved = true; }
  12. @katateochi I found EditorLogic.saveShip(). Could be used for saving. I was also looking into Part.onAttach, but I can’t figure out the usage of it…
  13. Hangar Alternatives

    I'll ping @allista, he might be able to help out with the bugs. Iirc, he was also asking about the public opinion of the textures…
  14. [1.3.1] Hangar

    If you ask in Technical Support, they might be able to help you upgrade to the latest version of KSP.
  15. @FreeThinker just making sure: velocityD is a Vector3d, and AddForceAtPosition requires a Vector3 (Unity).