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8749236

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Everything posted by 8749236

  1. Don't worry, Squad will soon kill this mod too! Probably in next update..
  2. Also it disables at least some antenna and prevents them from transmitting science report... and disable their ability to extend/retract as well.. (solar panels are disabled as well, but they are irrelevant to RT2.. maybe that is not RT2's fault..) Tiny menu on bottom right of vessel map view or bottom left of tracking station had also disappeared.. Glad it does not lock up vessels this time RT2 is just way too clean in 1.0.5, can't even find a hint for it, this looks like a clean separation... I guess there is a mechanism in RT2 which automatically disables itself if version of the game is inconsistent with the one it carries (the version number that the mod was designed for)... If that is true, then that is a very good feature IMHO since it prevents the outdated mod from breaking your saves.
  3. Is there a standalone mod whose purpose is solely enable ion engine to fire while time warping?
  4. It seems like there are only VERY limited reports defined in the downloaded component of this mod.. I have only seen at most 2 different report per report type; maybe I am wrong.. there are lots of reports hiding some where.. but I havent seen them yet.. I tried space, water, grassland, runway, they all seems only giving me very limited and repeating reports most the time I thought there maybe a separate link which i missed which has bunch of customized reports in it.. But I havent been able to found one.. does anyone has such config file or link to such config file? Or this is simply a mod where no one is allowed to publish such config file and we are basically stucked with those existing reports unless we spend some boring time to write our own?
  5. Two advNuclearPropulsion Node? I noticed this problem after installed Mod: Atomic Ages.. The ModuleManager's Tech Tree config file apparently will generate two "advNuclearPropulsion" node.. Therefore I can get same part by researching either one of them, but one of them is MUCH cheaper.. Is this a bug? I have attempted to delete ModuleManager.TechTree file under root/GameData folder; which did not work..
  6. Drag & Drop causes lag? For some reason, when I attempt to click on an item, game first freezes for 1 second, then the click is handled.. This lag occurs no matter the item I was clicking is a rocket part, or a items that is provided by KIS.. after this mod is installed... Is this a possible performance issue in KIS? Anyone getting this, too?
  7. Thanks to all of you guys =D All I have to do now is to figure out how to post a mod... properly!..
  8. I see, thank you. Is it legal to use stock model for my tiny jet engines if I want to post my parts? Or I have to make my own model?
  9. I want add some small jets =S... Basically scale down version of stock jets... Would that be good?
  10. Thank you very much! and Diazo as well! GameEvents.onEditorShipModified is most probably what I was looking for the whole time.. But how do I trigger it? (Not sure what goes into Fire method) Also, I am curious about IModuleCost, about how it is being used..
  11. Just noticed this thread today... And noticed I was working on a similar mod, except it is complicated for dev but simpler for players =S... Should I just throw away my project and cheers?
  12. Same question, but no one answered me last time (or I have totally missed it). If I want to change a part's cost when a button (KSPEvent) is clicked, how do I do that? [KSPEvent(guiName = "Quality ++", guiActive = false, guiActiveEditor = true)] public void AddCost() { // Doing something useful or not-so-useful.. } My current way of doing this is using GetModuleCost: public float GetModuleCost(float defaultCost) { // Seems like default cost is always 0.. //this.Log("Default cost: " + defaultCost); return this.GetExtraCost(); } But, sadly, that way only works iff I detach the part and re-attach it.. So, my question is, how do I change the cost right away when the button (KSPEvent) is clicked? And please, don't ignore me this time? Please!?
  13. Suppose i setup GetModuleCost() to add extra cost to specific part with specific module. But with that function only, the editor will not update the cost unless I detach that part and attach it again. How do I ask editor to update the cost? Thanks beforehand.
  14. I think it may be fun to see rocket engine explodes and blow up entire vehicle xD
  15. Obviously you smashed your plane onto the runway xD~ Try make your ship return with empty fuel tank so what it wont crush the runway.. btw, many modern airline has landing weight restriction.. during an emergency landing, some aircraft have to dump the fuel to reduce weight.. If no fuel dump system on board.. then... too bad for them, or you have to loiter around to burn out some fuel..
  16. Looks ugly but this is so ****ING AWESOMEï¼Â
  17. To make a successful landing is not hard.. You only needs two things: 1. HUGE Flat grounds.. 2. Consistent negative rate of climb throughout landing... 1 is not hard.. 2... nah... too dam hard! but if you can make it, even if the planes are at different heights.. they will eventually land on the ground safe and sound.. all thanks to the consistent rate of descend..
  18. After my University =( Thanks.. but perhaps that will be too late...
  19. I think I need learn some C# before getting more into details.. Havent finshed my beginner's tutorial yet... Perhaps it is way too different to C++ and Java?
  20. Well... it is better to mention in topic title which says: "Hey guys! I just updated it! come and check it out!" Instead of keeping it the same.. Well, my point is, find some similarities between failure. Such as engine failure can be caused by mechanical failure (e.g. Turbo Fan disk blew up), electrical failure (e.g. short circuits), collision (e.g. hard docked with space station caused docking mechanisim inoperative) or random failure (e.g. engine misfire due to software error; structural failure due to bad parts) (extremely rare) Then you can extend them easily... or define new failing behaviour when necessary... Especially when you want to support other mods... are you going to make a failure module for every single potential component? What about warp drive from KSPI? - Warp field generator - Energy Conversion Regulator - Energy buffer okay, 3 module, hard coded... What about piston engine? - Radiator - ignitor (spark plug) - Propellor 3 More! And theres more parts than you can think of... Although most of them are pretty much in the same category, but there definitely will be some unique parts that has some unique components that requires to fail... So, the idea is here: Why tries to have specialized class for each component? Why dont just create abstract class for each type of failures and pretends that they are the components? (Just display a message and no one will notice this dirty trick) Furthermore, when you want to expand your mod to support other mod, you dont need to write a new class for that anymore. All you have to do is just add some existing failures (mechanical, electrical and so on...), modify the outcome of failure when necessary (I recommend make this can be done in cfg file) or the trigger of such failure... No need to write excessive and possibly repeating codes... just maintenance... And no, there should be more than 3 failure modules (assume each module represents one possible case of failure, only). There are various way that a device can fail. For example, you computer can be electrocuted, burnt into ash, firmware error, battery explosion (if you're using laptop), virus invasion, hardware malfunction, etc. All sorts of possiblity... Perhaps they will fall into same category, but different cases will yield different outcome. Perhaps you just need to reboot or format your computer. Or you just need to tear it apart and replace some RAM stick; or it is totally dead... Each requires different amount of efforts and different tools to fix it.. and yeah... time!. Imagine your lander landed on the moon and noticed your heater is broken, all fuel are frozen solid... And realized repairing your heater with available tools requires 3 hours and you only have 4 hours of supply on your lander (no mother ship in orbit) (TAC Life support)... Then, challenge accepted: - Return to Kerbin from Mun with 1 hour of supply! Or when your lander is blasting off and suddenly software gone wrong, and it shutdown the main thrusters, and your falling back to ground like in Europa Report (that one is caused by icy fuel)... Time for Rescue mission! (Assuming poor kerbal survived...)
  21. Turing 4.1 function bang_bang_control_dynamic_damped (angle_target, angle_current, angular_vel, angular_accel, spd_modifier, damp_coe : real) : real var d : real := angle_target - angle_current % displacement var vd : real := 0.0 % virtual displacement var desired_rate_of_rotate := 0.0 % d = (v2^2 - v1^2) / 2 a %var d_to_stop := (0 - angular_vel ** 2) / 2 * angular_accel var d_to_stop := (angular_vel ** 2) / (2 * angular_accel) * damp_coe if (d < 0) then d_to_stop *= -1 end if if (d < 0) then vd := min (d - d_to_stop, 0) elsif (d > 0) then vd := max (d - d_to_stop, 0) end if desired_rate_of_rotate := spd_modifier * (vd) put "d: ", d put "d - d_to_stop: ", d - d_to_stop * damp_coe put "d_to_stop: ", d_to_stop put "angular_vel: ", angular_vel put "angular_accel: ", angular_accel put "desired_rate_of_rotate: ", desired_rate_of_rotate result desired_rate_of_rotate end bang_bang_control_dynamic_damped I'm not exactly sure how to make the steering better, nor knows how to make a plugin for KSP.. But I find this algorithm (?... I don't even know what I'm doing..) can actually move something to some point quite precisely without much wobbling.. (well, only tested on 2D plane, but sphere is just a spherical 2D plane isn't it? ignoring the rolling axis) If you got wobble, tune the damp coefficient and speed modifier to make it less wobble, speed mod 1.0 damp 1.2 works for me. Tested acceleration range from 0.01 - 10, works well. Note: Single threaded; 2D only; May break if async. However, I believe if used in KSP, vessel might become somewhat bumpy (due to fluctuating desired rate of rotate).. If such behaviour occurs... I recommend create an additional formula that adjust the damp coefficient and speed modifier base on different factors for optimal steering; and to smooth out the fluctuating values... PS: You can take this code and do whatever you want with it. If you credit me and I will be happy, or if you don't.... Well... I'm sure I can live with that...
  22. I like that... Whos here to play properly anyway? xD We are all here to mess things up >=D I will look this up someday, perhaps I can give some idea... *** Ideas incoming! *** I checked your code.. Perhaps you can do a class of failures (i'm not sure how C# works... yet..) Such as: failure - explode - short-circuit - burnt-out-circuit - fuel_leak - fuel_on_fire - pump_failure Or even complicated: several abstract failure: - explosion - leak - inoperable Then derive childs out of them... You can do the same thing for the probability of failing parts, too.. So you can re-use them for different modules... Or use multiple of them simultaneously in one module..
  23. What about the Ion Engine message spam bug? I havent seen you mention that you fixed that.. That cause at least 50% drop of frame rate.. for me.. (with only 2 parts, a command module, an ion engine) Well, wifh FAR, lower than 30 means your gonna deorbit.. Higher than 30 means your gonna surf into space... if Stock.. since drag is related to mass.. GG..
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