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About agrock

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  1. I made an upgrade to Solaris but since there is no Github repository, ill upload here. https://www.dropbox.com/s/xoa6h4dzqu22ptm/Solaris_Hypernautics upgrade1.zip?dl=0 - added cooling unit size 4 - added double-sized Rexair/Windpanel/Hoover/Dyson - increased Rexair/Hoover dust rate to about 50% of Dustpanel rate/mass. Its 50% so panel collects twice as much but half a day. Effectively all collectors have same rate/mass ratio now.
  2. What is the name for mass exponent? I already seen dryCost. I have some custom fields in a custom part module. Some are string or double. If I define an exponent module not mention those fields, are they affected?
  3. On side note, I think the GC trashing is overrated problem due to fact that .NET uses a generational GC. Short lived objects go away easily and cheaply. .NET was designed with such high object churn in mind. Using StringBuilder also minimizes the problem.
  4. I have a PartModule that adds labels (KSPFields) to a part menu. Since computing the info to be displayed on that label is expensive, I would like to detect if the menu is actually open so I can skip computation. How do I detect if part menu is open?
  5. Einstein had a famous saying that "music is individual effort but science is a team effort". Whether software development is a science is debatable, but it applies the same.
  6. Agreed, I will contact NF Electric and Solaris modders and make them aware of the issue.
  7. We could use resources like Uranium-235 and Uranium-238 but I think that would be a mistake. Players are not chemists. Whatever you want to name it, it should indicate "enriched/fissionable" and "depleted/non-fissionable" for clarity. On wiki page, I found nothing to indicate D-38 to be fissionable. Depleted Uranium is depleted. It could be reprocessed... that is not same as fissionable, which I consider a synonym for enriched. We could make DepletedFuel just be displayed (LOC translated) as "Depleted Uranium". It would not involve changing any configs except one LOC line.
  8. What is the status with regards to KSP 1.3.1? Spacedock shows its for 1.3 but .version says its pretty much 1.3.x.
  9. This is beyond my modding skills and knowledge of existing addons, so could please someone look into this one: There are several uranium resources instead of one: Enriched Uranium, Enrined U, DepletedFuel, etc. Some come from Near Future Electics (nuclear reactors), Solaris Hypernautics, I sincerely belive there should be two: EnrinchedUranium and DepletedUranium (not -Fuel)
  10. ANTIGRAV WHEELS... seen a lot of them landing gears and motorized wheels but... but... my god, now we really need a GUNDAM COCKPIT!!!
  11. @ARS I am sure there is a /b/ rule somewhere that says: "someone already built this...". Bonus points for using GN drives.
  12. @JadeOfMaar I admit that I took a look at GN mod, even installed it, but never got to actually using it. I cant tell if GN drives are actually of any use, oped, or nerfed. But as a Gundam fan, and Galaxy Quest kinda-fan too, I have to admit it looks nicey. Some days ago it occured to me, now that we have GN drives, all we need is... a gundam cockpit. Someone model us a cockpit! One that fits the GN drives... Some idea for you... a gundam would be difficult in KSP, but how about building Ptolemy?
  13. Notice, I suggested reassigning Magnetic Coupler to an actuators category, not electrics. (https://github.com/BobPalmer/Konstruction/pull/60) @RoverDude
  14. I share the sentiment... and add that its looks would stop me from using it, even if it had superior stats. I share your need for having a personal design style. There is much about KSP that is just... vanity. In best meaning of the word.
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