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Everything posted by jgjiscool

  1. That's right! I'm back! On a more serious note, I'm working on something that appears to be completely new... MMC - The Complete Mod Management Centre! Current functionality: Programmers only The current state of this project is recommended for developer viewing only. What is it? MMC is a revolutionary (I think. I haven't seen this method of mod management used in any other project, but I could be wrong.) new way to handle the management of plugin and part selective loading. Why is it so "revolutionary"? Instead of just looking at parts and plugins separately, MMC loads each assembly individually and catalogs the classes inside it so that it knows exactly which DLLs are required for each part to function, what classes certain DLLs modify, and therefore which plugins AND parts are necessary for a save to be able to load. What kind of progress has been made? Where's your proof? This is what is working so far. * Loads all existing classes defined in assemblies inside "GameData" * Scans all "part.cfg" files for their part names * Scans for current version information from (Primary) "KSP.log" or (Backup) "readme.txt" Licence This program and its source code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. SAUCE CODE (or source code if you're boring) This is a Visual Studio 2012 Express project written in Visual Basic. In order to make the current source code even semi-functional, you must copy several files to the build output folder: "KSP.exe", "KSP.log", "readme.txt" and the "GameData" directory (If you have no KSP.log file or you don't know which one it is (displays as text document) then just the readme is fine) Alternatively you can set the build output to your KSP folder, but then it's going to be playing with live files in an unverified manner. You also need to update the references to "Assembly-CSharp.dll" and "Assembly-UnityScript.dll" https://dl.dropboxusercontent.com/u/59317800/MMC/MMC%20(SOURCE%20ONLY).zip
  2. That's because nobody else will ever be able to comprehend a 180kg object travelling in excess of 1.5 km/s without being killed by it! I shall have a go tomorrow, but since it's just gone 2 o'clock, I might hit the hay I mean my best speed (shown in the video) was ~900 m/s
  3. Sweet KerbalMother! What have I started!? Two records broken in one go!
  4. I'm trying out NVIDIA ShadowPlay *beta EDIT: Updated stat again -.-
  5. Stats updated. You got a 180kg hunk of metal to >1 km/s... well then. I just lost this game haha xD
  6. No you can have different flights with different focus, but generally flight time and distance at least will be in the same flight. Top ten has been changed to place you first... for now Good luck!
  7. Video uploading now just FYI. This is apparently a really good use for the Phantom Force wing flaps!
  8. For his birthday or some special event (it's irrelevant when your life expectancy is so short) Jeb got a new toy to play with... KerDrone Challenge (Accepted) (Download the craft here) A new, short-range drone technology has been given to Jeb, but he's determined to use it's limited features to stretch the limits of physics. Challenge One: Speed "Reach the highest 'Speed Over Land' in the provided craft" 1) Robbii6 - 1,547 m/s 2) 3) 4) 5) 6) 7) 8) 9) 10) Challenge Two: Distance "Reach the highest 'Distance Over Land' in the provided craft" 1) Robbii6 - 220,303 m 2) 3) 4) 5) 6) 7) 8) 9) 10) Challenge Three: Flight Time "Attain the longest possible flight time in the provided craft. Time ends when the control part (OKTO2) is destroyed" 1) Robbii6 - 6m 18s 2) 3) 4) 5) 6) 7) 8) 9) 10) Do you have to complete all challenges in one flight? No! Feel free to do several flights and have a different goal each time! All of the challenges are separate - they may or may not happen in the same flight, they just have to happen in the same craft. SAS on RCS on Throttle up with 'I' (default) Rock forwards first and then backwards to take off 'A' and 'D' control wing level Stabilise your flight before you run out of electricity for maximum glide Speed: 849 m/s Distance: 131,299 m Flight Time: 8m 24s
  9. I became inactive on this forum for the past year or so - don't get me wrong I dropped by, but I never logged in. Today I have come out of my way to log in and tell you that you deserve some serious awesomeness points for this! Safely reduced 600MB of RAM for me and got rid of my slideshow! You sir... are the baws!
  10. Tranferring ASAS Personality... Loading the 42 most important bits... Pre-exploding stuph... Waiting for Chuck Norris to align the plan-... never mind Evolving "Intelligent" Life... Defining "VTOL"... Checking temperature... Preparing lag emulator... Bypassing video card... Ensuring external gravity... Testing oxygen levels... No Jebediahs will be harmed in this process Melting Cockpit... Allowing MechJeb to take sensible control of systems... Beginning RCS extraction...
  11. I had an amazing experience in orbit around the Mun. One scanning station + maybe landing capable probe with drills. The probe had electricity and computer brain, but the station was man powered. One crew member. I tried the "Deconstitutor NONOSTOP" on him... economical that was. :L RIP Bill "Blended" Kerman
  12. The rockomax engines are very powerful and emit a looooot of heat. The only option you really have is reducing the thrust slightly so that the overheat bar sits stable and hope that they still put out enough power to lift the ship. The other option is to dock in orbit and transfer some fuel so that you have enough. You can make decent use of the manoeuvre node system to plan your orbital intercepts. Welcome aboard SpaceMan Xetalim!
  13. I have used jet engines on rockets, but I find SRBs are simpler to use and don't require as much 'preperation'. Jets: > Turn on > Wind up > Burn some fuel (Less weight is better because, let's be honest, you ain't gonna use all that fuel) > Fire main stage > Lose thrust due to needing to reduce throttle so mainsail engines don't go bye-bye SRBs: > Fire everything
  14. I intercepted the Integrated Kerbin Satellite network... at 220m/s. I also took Bill to the Mun and tried out the new Kethane "Deconstitutor NONOSTOP"... scarred for life I tell you!
  15. I use nuclear engines as my 'orbital operations' stages. Any ship that I make that actually gets to use its OO stage isn't really supposed to come back...
  16. You know you play too much KSP when you consider applying to NASA saying you have "advanced space exploration experience."
  17. Right! It looks like there may be a possibility of success! Something I did in Web-hosting actually worked! XD
  18. Well I wasn\'t planning on it, but... It may or may not work. You\'ll need to let me know. Being 16 has made me lazy...
  19. Speaking of more advanced things... I\'ve been playing around with a few things and I\'m just getting Apache running, but I found a free webhost we can use. It has full support for MySQL, PHP, HTML (duh), Ruby on Rails, ASP.Net, Python, Perl, and Java. There\'s a MySQL database there ready for testing, but I have no idea how to use it. Programming web-stuff is not my specialty.
  20. Well just as long as we keep working together. The plan is that all mod managers will be able to handle mod packs (probably in *.KSPMM format) from all other mod managers. Just keep an eye on the other threads and I\'ll also let you know what we discuss via skype too. I actually thought my one was the first one that appeared. For mod management anyway. May 8th.
  21. THIS THREAD IS NOW AWAITING A REWRITE! I am now working in VB.net as seems standard at this point and collaborating with Norway174. Mod packs that are compatible with Norway\'s mod pack will also be compatible with mine. We\'re trying to be as universal as possible so really it will just be about the look.
  22. In fact this was a bug (feature?) in the earlier versions that had the Mun still. I don\'t know if the bug still occurs, but it used to if you hit a ship into the mun hard enough.
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