Jump to content

Search the Community

Showing results for tags 'modding question'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

Found 5 results

  1. I'm looking for parts mods, interstellar mods, and even a realistic life support mod I can use to enhance KSP1 gameplay. Any suggestions is appreciated.
  2. So I asked this a few months ago on the Unkerbaled Start thread, I've been trying to make my own compatibility patch to move some unsupported parts (Wildblue Industries add-ons I believe) around in the tech tree so that they fit into the progression better. I have managed to move parts around fine enough, but Wildblue uses part performance upgrades as well and they apparently can't be moved the same way like parts can. Does anyone know how to move part upgrades to different nodes?
  3. Greetings fellow Kerbal Space Program enthusiasts! I'm currently working on a mod for Kerbal Space Program's vehicle editor, and I'm seeking some guidance on implementing a specific feature. My goal is to create a mod that adds a slider, accessible through a toolbar button, which displays the total amount of each resource (e.g., fuel, ore, oxidizer) available in the SPH or VAB. This slider should allow players to efficiently distribute resources by moving it, removing the same percentage of fuel from all tanks simultaneously, instead of depleting one tank at a time. I would greatly appreciate it if any experienced modders or game developers could lend me their expertise. Here are a few questions I have: How can I code a custom slider within Kerbal Space Program's vehicle editor interface? Where can I find reference code or examples to help me with creating custom UI elements in Kerbal Space Program mods? How can I retrieve the total amount of each resource present in the SPH or VAB using modding techniques? What methods or approaches should I use to link the movement of the slider to the removal of a consistent percentage of fuel from all tanks in Kerbal Space Program? Are there any existing resources, tutorials, or examples available that can provide step-by-step guidance on coding UI elements, resource management, and mod development in Kerbal Space Program(Videos)? Your guidance, suggestions, or even pointing me in the direction of relevant resources would be immensely helpful. Thank you all in advance for your valuable insights and support!
  4. (new member) I've been tearing my hair out over this for the past 2-3 days. I'm currently making a simple mod that calculates if a flight is possible given current delta-v's. However, I cannot figure out how to get the delta-v's of a ship in an editor, nor able to even get any sign of a ship being detected. I think it has to do with ShipConstruct, but I can't figure out how to get current vessel as a Ship. It could also be Vessel that handles editor, but I found nothing suggesting that to be the case. I've skimmed through the class index on the API site, and found nothing. Does anyone know about this? I'm very new to C# modding.
  5. I'm trying to make a texture switch add-on for a mod. (tantares) And i'd like to be pointed in the right direction to finding out how to use the code and where to even find it, Sorry if i put this topic in the wrong forum.
×
×
  • Create New...