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jgjiscool

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Posts 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"

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    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. 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

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    Challenge Two: Distance

    "Reach the highest 'Distance Over Land' in the provided craft"

    1) Robbii6 - 220,303 m

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    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

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    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

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    Speed: 849 m/s

    Distance: 131,299 m

    Flight Time: 8m 24s

  3. 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...

  4. 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

  5. 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!

  6. 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

  7. 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.

  8. 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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