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Zool

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Everything posted by Zool

  1. You mean a menu for switching craft? That\'s in the tracking station.
  2. just put it in myVar = 0 in the .cfg file will over ride public float myVar = 15f; in the .cs file
  3. Zoolotac Positronics: We are proud to present our prototype orbital rendesvous computer [RinComp] to your space agency for early testing. Please note this product is NOT APPROVED FOR USE IN ACTUAL SPACECRAFT. Current Version: .5 RinComp [src included in zip] Align Planes Sync Orbits Rendesvous Functions: Vessel Selection: Select any vessel or debris in the same SOI Rel Inc: Displays the difference between your vessels orbital inclination and your target\'s Rel Vel: Displays your velocity relative to your target\'s + Rel Velocity: Point your vessel away from your relative velocity vector - Rel Velocity: Point your vessel toward your relative velocity vector + Face Target: Point your vessel toward your target. - Face Target: Point your vessel away from your target. Change Log: Version .5 Released Changes: *Auto Align Planes *Auto Sync Orbits *Auto Kill Relative Velocity *Auto Home 5m above target vessel *Code cleanup The new features are turned off by default, change the automation = false line in part.cfg to automation = true to use them New features in .5 were coded by kompressor for RendezMe Version.4.1 released Change Log *Rebuilt using .14.3 references Version .4 released Change Log *Synchronize Orbits Mode *Align Planes Mode with normal and anti-normal auto-orientations Don\'t expect any of your instruments to work if you\'re in a hyperbolic orbit Version .3a released A few more bugs stamped out Change Log: * Vessel list now limmited to current orbiting body * Relative velocity orientations working correctly * GUI no longer crashes when the target vessel is destroyed Version .2a released Change Log .2a * Scrollable Vessel List * Automatic Orientator * Still works if you have two vessels with 2km of each other (oops) Attribution: There are a couple lines of GUI handling code from MechJeb. PID code from MechJeb.(.2a) The part is a minor modification of the RCS tank. License: GPL (N/A to Squad owned assets) USE THE LINK AT THE TOP, THE ATTACHED FILE IS THE FIRST RELEASE
  4. Aren\'t Celestial bodies stored in an array rather than a list? Does it have room for more members?
  5. Are you planning on the .cfg having changed when you re-read the fields? If you need to read a file you should be able to use the standard System functions to accomplish that. Just look up a c# file i/o example.
  6. GUI.FocusWindow() didn\'t fix it, it did break every other menu though, even after running UnfocusWindow Weirdly, the code I posted works if you left and right click at the same time. Got it! http://snipt.org/ufTb9 I had to use GUILayout.BeginVertical() & GUILayout.EndVertical() This shouldn\'t be necessary according to the Unity documentation.
  7. I\'ve been struggling to get a GUI working properly. I can display the GUI, but it doesn\'t seem to be registering button presses. http://snipt.org/ufPj3 If someone can tell me why this doesn\'t add 'abort' to the flight logger when you click the 'ABORT' button it would be most appreciated.
  8. It is as simple as parts. Copy the .dll file for the plugin into the plugin folder in KSP. Copy the part that uses the plugin into the parts folder. The .cs file(s) distributed with plugins are the source code, you don\'t need to download it.
  9. Thanks, I didn\'t see the Autopilot mod. I was going off of a unity tutorial, but wasn\'t sure how to apply to KSP.
  10. Does anyone have an example of launching a UI of some kind? UnityEngine.GUI, console window, etc...?
  11. Oxygen = Oxygen - (depletionRate * WarpTime.deltaTime);
  12. You can make simple digital gauge by putting a .SetMessage in onPartFixedUpdate() private VInfoBox _pressure; _pressure.SetMessage('Pressure : ' + Convert.ToString(this.staticPressureAtm)); I\'m going to see I can get a relative inclination gauge working tonight.
  13. I\'m starting work on a deploy-able balloon part. I\'ve got buoyancy working, but I want it to work like a parachute (deployable). Does anyone have an example of how to switch meshes like the parachute module? [mod]Do not talk about decompiling the game. I will not give you a second chance.[/mod] ooh, I can help someone! this.staticPressureAtm & this.dynamicPressureAtm I\'m not sure if this is correct, but it seems to work for density FlightGlobals.getAtmDensity(this.staticPressureAtm)
  14. I did it, but the challenge really is nearly impossible. I quicksaved right before the collision, but when I reloaded to record it from another angle it seemed to pass right through. I\'m guessing at a 4km/s closing speed the ships are jumping a hundred meters each time step, if their collision meshes don\'t overlap they don\'t hit, so they usually pass right through each other. So do it with bigger ships than I did. http://youtu.be/GgDoWlYCbPs edit: got another angle!
  15. Did you model ksp single gravitational body physics? The Mun has zero pull untill you enter its SOI, then kerbin has no effect. I\'m not sure how the SOI is defined though. Or how large the difference is on a free return trajectory.
  16. You can\'t map the whole munar surface if you don\'t get into a polar orbit. A free return would be a trajectory that looped around the mun and came back to Kerbin with no burns after the TMI.
  17. This is possible now!? I tried it a few releases back, but the ship always blew up when it reached a certain speed. (I think it was 100m/s)
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