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Found 15 results

  1. Modders should by allowed to change (override) logic of asteroid spawn by SentinelModule. Curenly SentinelModule can spawn asteroids by avoiding standart way. Also its will be very helpful to document how exactly SentinelModule spawn asteroids to reproduce it in custom parts.
  2. I'm trying to make a mod for KSP that calculates stuff, and I need to access a list of all engines that are unlocked. Then, I need to access instance variables of the engines, such as their ispVac, ispASL, thrustASL, and thrustVac. I don't know if you can tell, but I've scoured the API documentation for a little while looking for something like it. I'd prefer an array of just the 1.5m liquid fuel rocket engines, but I can make a new array if needed. Thanks. I apologize if this isn't where it should be or is formatted incorrectly.
  3. This Mod provides an c# API so you can write your own prelaunch Checks, that run when you press the launch button in the VAB or SPH. currently it is used by Kerbal Konstructs. Get the latest version here: https://github.com/GER-Space/AdvancedTextures/releases/tag/1.8.1 Some documentation how it is used is written here: https://github.com/GER-Space/CustomPreLaunchChecks/wiki
  4. Hello KSP forum players I need help to create a plugin for the OptionalAtmosphere mod, the plugin will deactivate the non-existent atmospheres in UI only (help me please)
  5. Dear international friends: I've been working on the plugin recently, and I wonder what's the Instance fields in kerman's hatch and back? As is shown in Thanks!
  6. I'm maintaining the USAF Orion mod, and it's been noticed that vessel mass is not decreasing as pulse units are expended. I chucked in some diagnostic logging and what seems to be happening is the parts (essentially custom fuel tanks) are decreasing in mass, but the vessel isn't. So, adjusting the mass of a pulse unit magazine is done with this super complex formula; this.mass = (this.bombStockpile * this.bombMass) + this.dryMass ; Debug.Log("[USAFOrion] adjusted mass of magazine " + this.bombStockpile + " to " + this.mass); With my lit
  7. I've got serious problem with using a List / Dictionary collection classes where adding data in one event does not propagate to other event. Code example: using System; using System.Collections.Generic; using System.Linq; using System.Text; using UnityEngine; namespace TestPartPlugin { public class TestPartPlugin : PartModule { public struct teststruct { public string s; public int i; } public class testclass { public string s; public int i; } // this is shared am
  8. Hello everyone from ksp here is my second mod (it's not a mod but a plugin!) My plugin will be alien manager. But in the future the mods will be public. thank you for your patience
  9. KSPWheel - An alternate physics-based wheel collider solution for Kerbal Space Program. This is not a parts mod. It does not add new parts to the game. It is useless by itself. What it is, is a new Wheel Collider component, and a set of PartModules to enable its use on stock-rigging-compatible wheel models. It is intended to be packaged as a dependency with other mods, similar to how FireSpitter / ModuleManager are used. What it does is provide a new physics-based wheel collider that is not subject to the limitations or performance constraints of the Unity5 WheelCollider comp
  10. Bonus Tips : A Random Guide to PartModules A year ago I started to delve deeper into C# and Unity's API as a hobbyist programer. I've learned a lot since then and now I'm giving that information to you, in no particular order. Random Tip #1 - KSP PartModules are Unity Game Object Components Any class in C# that inherits from the Unity Monobehaviour class is a Game Object component. This is more a conceptual cornerstone rather than a practical tip. KSP's API already has a bunch of ways to get at its many different classes and structs, but keep this in mind. You can always use Unit
  11. In a museum setting, Kerbal Space Program would be COOL, but very high maintenance out-of-the-box for the casual visitor (e.g. dedicated docents keep people trapped while configuring and testing lengthy missions). I'm thinking about something more self-serve, freeing up time for docents to move around and open up a display for additional users. A dream (without much knowledge about KSP add-ons or functionality...yet): Create a kiosk app that lets people choose a few options in a visual menu system (not in KSP yet). Wing configuration, body type, rocket length, stage options, etc.,. Will
  12. The KSP api has become pretty large now, with over 2000 classes, and as it has no documentation it can be a struggle to find out what anything does. There have been a couple of attempts to create community driven documentation, but they have all been difficult to update and have stalled. I present to you the KSP API Wiki It uses reflection to build up a framework of all the classes, methods, fields etc and then allows you to attach a comment to each. It also downloads the squad API documentation and includes that. It is pre-populated with the comments already created i
  13. The KSP api has become pretty large now, with over 2000 classes, and as it has no documentation it can be a struggle to find out what anything does. There have been a couple of attempts to create community driven documentation, but they have all been difficult to update and have stalled. I present to you the KSP API Wiki It uses reflection to build up a framework of all the classes, methods, fields etc and then allows you to attach a comment to each. It is pre-populated with the comments already created in the anatid documentation created by The_Duck Click
  14. I'm working on yet another landing guidance plugin. I'm almost ready to share an early version, but I'm having trouble with the coordinate system. In particular, I'm trying to find the latitude and longitude of the active vessel on its current orbit at some arbitrary time in the future, taking into account the rotation of the planet. The code looks something like this (with a nod to KER for inspiration): Vector3d position = vessel.GetOrbit().getPositionAtUT(currentTime + deltaT); double bodyRot = 360 * (deltaT) / body.rotationPeriod; double lat = body.GetLatitude(position); double l
  15. Connected Living Space (CLS) NOTICE to CLS USERS: Codepoet's real life is preventing him from supporting CLS. He has asked and I have volunteered to support CLS going forward. Codepoet is NOT gone, but has no time. Therefore, I'm cloning his OP and creating a new thread to continue the support and maintenance of CLS. Source code and download locations will remain the same, only the Forum thread will change (vBulliten limitation). The link to the original CLS thread is here. The link to the original development thread is here. The Forum mods have locked the original thread, so p
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