

rhoark
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Everything posted by rhoark
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[Most 1.12.x] Near Future Technologies (August 26)
rhoark replied to Nertea's topic in KSP1 Mod Releases
Does anyone have an example pic of an antenna/reflector arrangement? -
[1.9.x, 1.10.x, 1.11.x, 1.12.x] Mk-X Spaceplane Parts
rhoark replied to linuxgurugamer's topic in KSP1 Mod Releases
My only wish would be hollow versions of the nose and fuel tank to put small parts inside -
Just simulating n-body orbits at one-tick-per-tick would be way less demanding of the computer than Unity physics of a single rover on the ground. The hard part is drawing the future orbit paths.
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Is there a way to still see stock science text blurbs with Kerbalism?
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- life support
- total conversion
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Just do it. Expending mental effort on optimizing a craft for stock non-physics is just pearls before swine. I highly recommend procedural wings, since the shape of wings will matter.
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Official API Documentation KSP 1.12.0
rhoark replied to JPLRepo's topic in KSP1 C# Plugin Development Help and Support
By stock editor I mean Squad-supplied, with the DLC. My understanding is the created missions are run by choosing "Scenarios" at the main menu. I am wondering if a plugin could load a saved mission into career mode. -
Official API Documentation KSP 1.12.0
rhoark replied to JPLRepo's topic in KSP1 C# Plugin Development Help and Support
Does anyone know specifically where the new scenario functionality resides? In particular, I'm wondering if it's possible to design a mission using the stock editor, then programmatically activate that mission in a sandbox/career context. -
I once made a probe core survive landing on the Mun with no engines fired after deorbiting from a 5km equatorial orbit. Basically, it was surrounded with a huge crumple structure made of struts and landing legs. It didn't stay landed, though. The probe core and a big cloud of debris bounced out to a high elliptical Kerbin orbit.
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KSP Challenge: Build and Fly a Space Shuttle!
rhoark replied to Darth Badie's topic in KSP1 The Daily Kerbal
This is a shot from years ago, but it felt like a big accomplishment to balance the off-axis thrust like a real shuttle. -
Information about this seems to be in bits and scraps, and it would be really nice to have the options spelled out. I don't see any core temperature variable documented on Part, so is it up to a PartModule to store that state? Is there an internal counterpart to AddThermalFlux(..)? Or do I set part.thermalInternalFlux directly? Is part.thermalInternalFluxPrevious a way to read the influence of the environment on the core? Or do those interactions simply not happen outside PartModule logic?
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1.0 heat dissipation?
rhoark replied to NecroBones's topic in KSP1 C# Plugin Development Help and Support
You'd want a low absorption shield connected to a radiator in its shadow. -
The longer I take implementing my mod, the more of it people will do for me.
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Dirty Reverse Engineering and Relicensing, where do we stand
rhoark replied to Fel's topic in KSP1 Mods Discussions
A patent protects an idea; a copyright only protects the particular expression of an idea. This boundary has not been fully mapped in court. -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
rhoark replied to Starwaster's topic in KSP1 Mod Releases
Thanks Starwaster (et al). What would you think about supporting multiple skins on a part (eg, dorsal/ventral)? I figure this could be done with multiple instances of ModuleAeroReentry on a part. It would just need each instance to carry a vector and maximum deflection to check against in _GetBodyArea and _GetSunArea and a new _GetAirstreamArea in similar fashion. Also scale part.exposedArea and part.radiativeArea by maxDeflection/360.- 5,896 replies
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Spawning from a ProtoCrewMember
rhoark replied to rhoark's topic in KSP1 C# Plugin Development Help and Support
Getting closer - I now have a landed kerbal. However, it doesn't seem to actually initialize gender, trait, or personality from the provided ProtoCrewMember. Here's what I'm doing: uint LetThereBeKerbal(ProtoCrewMember protocrew) { var body = vessel.mainBody; var flight = ShipConstruction.GetUniqueFlightID(HighLogic.CurrentGame.flightState); var crew = new ProtoCrewMember[1]; crew[0] = protocrew; var parts = new ConfigNode[1]; parts[0] = ProtoVessel.CreatePartNode("kerbalEVA", flight, crew); var extra = new ConfigNode[0]; var orbit = Orbit.CreateRandomOrbitAround(body); var vesselConfig = ProtoVessel.CreateVesselNode(protocrew.name, VesselType.EVA, orbit, 0, parts, extra); var position = part.transform.position; position += (position-body.position).normalized * 5.0; vesselConfig.SetValue("sit", Vessel.Situations.LANDED.ToString()); vesselConfig.SetValue("landed", true.ToString()); vesselConfig.SetValue("lat", (body.GetLatitude(position)).ToString()); vesselConfig.SetValue("lon", (body.GetLongitude(position)).ToString()); vesselConfig.SetValue("alt", (body.GetAltitude(position)).ToString()); var protoVessel = HighLogic.CurrentGame.AddVessel(vesselConfig); return flight; } -
Spawning from a ProtoCrewMember
rhoark replied to rhoark's topic in KSP1 C# Plugin Development Help and Support
Spawning in a random orbit like DarkMultiplayer does seems to go fine. I need a landed kerbal, though. -
Spawning from a ProtoCrewMember
rhoark posted a topic in KSP1 C# Plugin Development Help and Support
I'm trying to put a kerbal in the world given a ProtoCrewMember. Doing some cargo cult programming looking at what ContractConfigurator does, I came up with this: ProtoCrewMember protocrew = [etc...] var flight = ShipConstruction.GetUniqueFlightID(HighLogic.CurrentGame.flightState); var crew = new ProtoCrewMember[1]; crew[0] = protocrew; var parts = new ConfigNode[1]; parts[0] = ProtoVessel.CreatePartNode("kerbalEVA", flight, crew); var nothing = new ConfigNode[0]; var orbit = new Orbit(0,0,0,0,0,0,0,vessel.mainBody); var position = vessel.GetWorldPos3D(); orbit.UpdateFromStateVectors(position, vessel.mainBody.getRFrmVel(position), vessel.mainBody, Planetarium.GetUniversalTime()); var vesselConfig = ProtoVessel.CreateVesselNode(protocrew.name, VesselType.EVA, orbit, 0, parts, nothing); var protoVessel = HighLogic.CurrentGame.AddVessel(vesselConfig); Trying this from the launchpad, the result is always a message in the log "Vessel Jebediah Kerman crashed through terrain on Kerbin". I'm guessing that means something is wrong with the orbit I'm providing, or the position it is based on, but I don't see how that could be since they're constructed based on a vessel not crashing through terrain. -
Small but important update fixes an issue that could prevent vessels from being recovered. Also a few minor tweaks to the tech tree.