Jump to content

Search the Community

Showing results for tags 'plugin'.

  • 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

  1. I'm creating an engine switcher, and now I'm looking af switch the effects along with engine stats. Now I've run into en issue where the fx does not update properly from "OnLoad()" event. Basically what I do is Load settings from custom module Identify engine module to change Use ConfigNode to replace values regarding Fx in the engine Load the new values to the engine. I only have one update function, which is called by the OnLoad() event as well as by my switch button in the right click menu. However, when loading (or starting) a flight scene, the animation is just running with the animation from the original part. The issue seems to be triggered when the fx intended is different from the original one.... The behavior is not affected by deactivating the engine... (full code can be accessed here) I guess there is some trick to get the fx changes to take effect, but I just can't figure out what it is. Does anybody out there know what is needed?
  2. Does anybody know how to check if another plugin is installed? Let's say I have some functionality similar to TAC Fuel Balancer, but I think his is superior, or they interfere with each other. How would I detect that addon and disable my plugin?
  3. I'm looking for a way to evaluate if a specific technology have been researched, so that I can have som module behavior depend on that information. However, I just can figure out exactly how to do that. I've tried thing like the following. ResearchAndDevelopment.Instance.GetTechState("basicRocketry") But all I get is null ref errors. Does anybody know how to get that information? Maybe even a list of all researched tech?
  4. THIS IS THE OLD THREAD! @linuxgurugamer has graciously taken over this mod as he has the tools, talent, and most importantly (and surprisingly given the number of mods he maintains) time to keep up with it. Please visit the new thread here: Spoilering the rest of this as it's going to get more and more irrelevant over time. Thanks to KottabosGames for showcasing All Y'All on YouTube (why didn't I think to do that?) And also thanks to Chrizz for his review as well, that shows All Y'All working with non-stock science parts.
  5. I'm trying to manipulate with AirIntakes, and I need to change the values in the module "ModuleResourceIntake". I have created a new module for IntakeSwitch which have my new values I wish to inject into the "ModuleResourceIntake". I think confignode is the way to go, but I just can't figure out, how the manipulate with specific value/nodes in a specific module. I've tried to outline the structure of a part and my new module. In GTI_IntakeSwitch under resourceNames I have the list of alternative resource I at runtime want to be able to inject into the module ModuleResourceIntake. Node structure PART { name = XXX MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = true ###other values### } MODULE { name = GTI_IntakeSwitch resourceNames = IntakeAir, IntakeAtm ###other target values### } RESOURCE { name = IntakeAir amount = 2 maxAmount = 2 } } I would really like to understand: How do I control which node i work in. Replace a node How to change a value in a node How to read a specific value How the get the changes to take effect So basically how the confignode construct works. I have searched around a lot, but it is just not coming to together for me. I have a node replacement working, but that kind of copy paste, and I don't undertand to inner working of it, otherwise I would guess I had figured this out by now.
  6. This mod have moved to the released section of the forums Ever wished the stock MultiModeEngine could handle more than 2 modes for engines? GTI Multi Mode Engine does exactly this. The purpose is to introduce an alternative way to switch engine configuration (propellants and other properties). The key source of inspiration comes from InterstellarFuelSwitch by FreeThinker. I find that supplementing it by versatile engines is a great asset. I've added simple intake switching, so intake atm is more attractive, and the days of adding two intake modules to an intake can be over. Pictures Features: GTI MultiModeEngine: Multiengine switch (conceptually what InterstellarFuelSwitch does, just for engines) Select which engine ID to affect Availability (Flight, Editor) Propellants, Ratios, IgnoreForISP, DrawGauge Custom naming of Engine configuration Set Engine Type [LiquidFuel, Nuclear, SolidBooster, Turbine, MonoProp, ScramJet, Electric, Generic, Piston] Thrust Heat production Curves: atmosphereCurve, velCurve, atmCurve Technology needed can be defined (currently not working) Engine Exhaust Effect switches when engine is switched UI Override of individual engine Activate, Shutdown and KSPFields in the right click menu UI_CHOOSEOPTION for switching between engine configurations Next/Previous Action Possibility of 8 Individual actions for engine, i.e. first 8 configurations can be accessed directly through actions (custom button defined in VAB or through AGX) Multi Mode Intakes: Switch intake resources on the fly current resource will be reset to zero (intended) Other setting will remain unchanged for now. Only one intake should be present in any one part. Only the first one is changed. How: (There are no parts added with GTI Utilities, this is intended for use in other mods) List of Atmosphere Curve in the Kerbol system. Very nice when deciding on form of the curves for the engines. Download: Download from GitHub (including the source code) Dependencies: Module Manager by sarbian which is under a "CC share-alike license" Changelog: Credits and sources of code inspiration: kerbokatz - Afterburner mod FreeThinker - Interstellar Fuel Switch blowfish - advice on UI_ functions Crzyrndm - advice on ConfigNode coding NathanKell - for coding advise in the forums sarbian - Module Manager & advice Licence: https://opensource.org/licenses/MIT
  7. I'm working on a mod for engines. One basic function is supposed to be switching the propellant on an engine, like fuelswitch does for fueltanks. It is supposed to function as an alternative to the engine switch like on rapiers. I aim at integrating against tech level, and maybe inflight upgrading by EVA or something. Now, my current issue is, I cannot get the propellant switch to work. I can change the name of the propellant, but that does not change the propellant. A copy of the full C# module in it's current state can be obtained here. I think I need to change the ".id" of the propellant to get the game to recognise the change. If this is what I need to do, then I do not know how to obtain the resource ID's other than through the error logs in KSP. I've tried "PartResourceLibrary.GetDefinition(string)" but I get an error I simply cannot figure out how to fix. --> "An object reference is required for the non-static field, method, or property 'PartResourceLibrary.GetDefinition(string)'." I reality I would really like to be able to delete the old propellants and replace them by new ones. Can anyone help?
  8. Does anyone knows how to hide a part completely? I used category = -1 in the cfg file but it hides only from the main categories, but the part still visible in the advanced categories. How to hide it from there. with a plugin?
  9. Hello! I would like to create a small plugin that can add thing to a KIS inventory. I browsed the kis, and ose workshop's code and I find out that i can do this with the AddItem() method, but I can't make it working! Someone can help me?
  10. In-game kOs script editor (and maybe multi-purpose text editor!) BIG PROJECT CHANGES: This thing now focuses on being not only a text editor (for kOS and wathever you want), but a full emulated computer system which runs on its own bytecode! As of now nothing playable is done, this is, for now, a planning thread! Prototype: (Font is final, syntax and UI are not) Shows how nice the monospace font and a 4bit pallete work together Plans: - Nice editor with international keyboard support - File loader and/or kOS hook (you call edit and the editor pops up) - Syntax highlighting for .ks files - Auto-completion? - Auto-factoring (Placing the { } when you write ifs and stuff)? - ¿¿¿¡¡¡ Stand-alone display for kOS !!!??? { The drawing api seems nice, and allows for individual pixel setting which could allow epic-ui designs (Also, kOS needs some way to handle input) } Priority: - Getting a Unity Window to display a texture (in Window.cs) [0%] - Building a texture out of pixels [100%] - Building a pixel array out of a char array [100%] - Building a char array out of a string and scrolling [0%] Github: https://github.com/tatjam/KosEditor/tree/master/KosEditor Collaboration is welcome!
  11. I seem to be having a problem with KM Gimbal. Once I've loaded my mod up into KSP, the initial test works but once I load and test it again, it stops working. I think it may be my engine animation that is causing the problem, although it worked before but now it flat out doesn't work together.
  12. Hey guys, first off, i´m new to that c# stuff so i want to teach myself a bit by makeing a partless plugin. So i started looking around YT for some tutorials of plugin making but all videos i found are about part plugins I also searched this forum and found some stuff that helped me a bit Well i just want to make a window shown up in the flight scene with a title and some labels for the beginning but i can´t get it to work Here is the code i have so far: using UnityEngine; namespace Omg { public class Omg : MonoBehaviour { private Rect _windowPosition = new Rect(); public override void OnStart(StartState state) { if (state != StartState.Editor) RenderingManager.AddToPostDrawQueue(0, OnDraw); } private void OnDraw() { if (this.vessel == FlightGlobals.ActiveVessel) _windowPosition = GUILayout.Window(10, _windowPosition, OnWindow, "I´m the title :D"); } private void OnWindow(int windowId) { GUILayout.BeginHorizontal(GUILayout.Width(250f)); GUILayout.Label("Guess what? I´m the label!"); GUILayout.EndHorizontal(); GUI.DragWindow(); } } } When i press F6 i got an error about the StartState Methode. I think it´s coz this code is aimed to a part plugin. What do i need to change to make this tiny code working? Oh btw. any tutorial about partless plugins is welcome cheers Taxi
  13. Simplifies vessel design by adding a visual "laser" grid and an automatic alignment tool to SPH and VAB License: GPLv3 Source code: GitHub Description Citation: "You should make your drawings with a ruler and a pencil, not with your leg and a marker pen." -- A maths teacher Have you ever been annoyed by ending up with misaligned engines or clubfooted landing gear after spending half-an-hour trying just to guess where to rotate to get them right? This mod adds a grid to SPH and VAB and "laser" guides for an active part to let you clearly see where the things are wrong and align them in one click. Download from SpaceDock Here's a video on why do you need it and how to use it Installation Extract contents of the released archive into your KSP/GameData folder. Usage While in SPH or VAB press the button to enable the grid. Once there's a root part you'll see the grid with origin bound to the part. If you try to add or edit another one you'll see the red "laser" guides representing all the three axes for it and all of its symmetry counterparts. Now you have all the planes and axes visualized and it's the matter of several clicks to align the things. The guides have distinct colors for each direction. You can easily remember them in the following way: Red for Rechts (Right) Violet for Vorwarts (Forward) Pink for Up (almost the same as the thrust vector) Once you have rotated a part to approximately face the desired side, use the following hotkeys for autoalign the desired part's axis to be parallel to the closest grid line (regardless of direction): Period ( [.] ) - toggles the grid on and off L - aligns the part by a guide at the mouse pointer to the closest grid line J - aligns the part's up (pink guide) to the closest grid line N - aligns the part's forward (violet guide) to the closest grid line M - aligns the part's right (red guide) to the closest grid line G - select a part under mouse pointer as the grid's origin K - toggles guides for symmetry (deKlutter). May be useful when working with many radially symmetrical parts creating a bunch of guides which makes them complex to use. This button let's you see the ones for the original part only. When using the separate keys for alignment (J, N, M), if you are in the part's editing mode (rotation or offset) it is sufficient to just press a key. Otherwise you'll need to move the mouse pointer over the desired part and then press. You can change the keys by editing HangarGrid.cfg in the mod's folder. Valid values are listed inside the file. Know issues Autoalignment of a part desynchronizes it's rotation and position to the current rotation gizmo. So if you press an alignment key while in rotation mode, it is recommended to re-enable the mode by pressing "1" - "3", for example. Otherwise once you touch the gizmo again the part jumps to the gizmo's present position and rotation. Planned features * A GUI for grid customization that let's you change the look and declutter the view abit.
  14. Is possible replace asteroid object with a ship with the same mass ? I like do something like extraplanetary launchpad but with the difference that it use asteroid mass and at the end it remove the asteroid for a ship built in VAB Every suggestion or help for code is welcome Regards Luca
  15. As mentioned in the main development thread, KPBS has grown big over the time and some users might not want to install a mod that is too heavy/big. So the result of this thread decides in what form the mod will be delivered when it is released! Happy Voting! Ps.: when none of the choices on the poll are the way you want it delivered feel free to suggest another way in a post! I just added the new question to the poll.
  16. Hi all ! After playing KSP for a while and using a couple of mods, i decided to try and create my own. I would like to create a Stuka-like-siren part, which make an increasingly higher sound depending of the speed, when activated. I don't want the sound to be played when my custom part is not attached to the vessel, and i don't want all parts to play the sound. I have a basic undersanding in object oriented programming, and i'm fairly new to c#. My problem is, i didn't find the way to get the vessel info "srfSpeed" (see: http://wiki.kerbalspaceprogram.com/wiki/API:Vessel#Fields). public class ModuleStukaSiren : PartModule { double vspeed = vessel.srfspeed; } I get this error : A field initializer cannot reference the nonstatic field, method, or property... As far as i know/understood, i can't set that class as static, and at this point i don't even know if i can access the class "vessel" through PartModule (whereas Documentation for the KSP API let me think i should), or even if the class "vessel" needs to be used. I spent the afternoon on c#, KSP API, KSP plugins related forums, without conclusive result. So, is it possible to access the vessel info through a plugin for a module i will attach on a specific part, and how ? Does someone have in mind some simple tutorial or mod source which can help or inspire me ? My apologies if that question is dumb and only c# related, and sorry for my bad english. Thanks Roiarg
  17. Strategia - A Brand New Strategy System! Description Strategia is a revamp to Kerbal Space Program's strategy system. All the stock strategies are removed, and replaced with new and unique strategies. The first set of strategies are special mission strategies. These strategies will give you advance cash and bonuses to certain milestones for completing a high level objective as part of your space program. They are dynamic, so they will work with mods that change the stock solar system by adding or changing celestial bodies. Be warned though - if you cancel one of these strategies without completing the objective, you will face a heavy penalty! Crewed Missions Once we've proven we can get a Kerbal to orbit and back, we need to continue to break new barriers. We have a choice of nearby bodies that we can get to. We choose to go to <insert celestial body here>, not because it is easy, but because it is hard. Uncrewed Missions The costs of sending a Kerbal to another planet are astronomical compared to those of sending a probe that we can leave behind. Why don't we send some probes to our neighbouring planets to gather science autonomously for us? The remaining strategies are the standard strategies - these give a bonus while active, and can be active for as long as you like. Astronaut Training Program Our standard training procedure is to treat newly hired astronauts as a disposable commodity to greatly reduce the cost of unscheduled disassemblies. Still, some argue that training our astronauts before putting them on top of a top of a ton of explosives will result in a lower mission failure rate. The cost of setting up the program will be high, nevermind the cost of actually training the astronauts. What do you say, do we want the right stuff, or the almost-good-enough stuff? Massive Scale Launches We've found some investors who are willing to sponsor us if we're able to launch colossal structures into space in a single launch. We'll have to employ some truly Whackjobian construction techniques to get these things into orbit. Contract Slot Machine These agencies seem to think they're doing us a favour offering by us these ridiculous contracts. Why should we be penalized for being choosy? By closing our books to the public, agencies will have no idea what we're willing to accept. There might be a little chaos in the contracts we see under this model, but if we're only choosing the best ones, then who cares?!? To Boldly Go If we want to get the most research possible done out there, we need to explore as many new biomes as we can. Government grants from exploration programs will ultimately help us fund further exploration and research. Probe Frenzy If we want to do some research, then probes are the way to go. What we save on sending Kerbals out there can be spent on a vast fleet of autonomous probes. Local Science There are so many research opportunities right in our back yard. We should focus on local research to bootstrap our space program. That way when we do make it further out there, we'll be sending the best technology we can. Stagnated Research There are several conservative groups on Kerbin that think we've gone too far, too fast. We're not about to shut down the space program, but maybe slowing down our development of new technology to appease these groups will get us some goodwill and ensure that they don't burn down KSC? Free Ice Cream We've come up with a crazy idea - giving out free ice cream at the space center. The public will absolutely love us. If we push the program far enough, we'll get better rewards for rescuing Kerbals (they'll get ice cream when they land!) and maybe even be able to get a discount on hiring new astronauts. FREE. ICE. CREAM. Media Circus To make a reputable space program, we need to ramp up the media involvement. Cameras everywhere, coverage 6 hours a day, 426 days a years. Of course, this could easily backfire if we have any... accidents. Pilot Focus Clearly the most important role among our astronauts is that of the pilot. Without a skilled pilot, nobody is going to space today (or any other day). Shall we build our space program around our brave pilots? Engineer Focus Where would we be without our engineers? They make sure everything is in order to get the other astronauts up and down safely. Shall we build our space program around the skilled engineer? Scientist Focus The scientist is the key role that we need to focus on. A skilled scientist knows exactly which sample to send back to maximize our science gain (we can only fit so many Mun rocks in those capsules). Shall we build our space program around our brilliant scientists? Download CKAN: In CKAN, select and download the mod "Strategia". GitHub: For the direct download option, please ensure you have all the dependencies before raising a support request: Contract Configurator is a required dependency and can be downloaded from its release thread. Custom Barn Kit is a required dependency and can be downloaded from its release thread. ModuleManager is a required dependency and can be downloaded from its release thread. Strategia can be downloaded from GitHub. Source The full source is available on GitHub. Change Log Special Thanks sarbian - For mods like ModuleManager and Custom Barn Kit that make my life a lot easier. smjjames - For the ridiculous amount of bugs he found during the beta phase. License Strategia is licensed under the MIT license. Like what you see? Consider donating to the coffee fund! It will not go directly to supporting this or other mods under my care, but it may keep my motivation up!
  18. Download and source (MIT license): https://github.com/Boris-Barboris/CorrectCoL/releases https://spacedock.info/mod/789/CorrectCoL Stockalike CoL indicator for stock Aerodynamics, accounts not only for ILiftProviders. Please, don't try it with FAR (mod disables itself if FAR is found). Simple static stability analysis: Most graphs are torque-AoA relations: green graph - current fuel levels. yellow graph - emptyed fuel tanks. Exceptions: blue graph - pitch L/D ratio (wet). blue vertical line - level flight AoA (wet). aoa range - AoA and sideslip range to plot, degrees. aoa marks - horizontal axis marks step, degrees. aoa compress - zero for 1:1 AoA axis, positive for quadratic compression. Helps to focus on important stuff near zero AoA while not loosing large-AoA behaviour. speed - speed towards root part nose direction, m/s. Enter negative values to analyze retrograde stability. altitude - meters above sea level. Four simplistic and quite stupid trait labels, may sometimes fool you. Be careful with launch clamps, they are accounted for too. Also, move your craft by the root part a little after loading to ensure correct results for graph (strange API stuff).
  19. Hello dear reader. This is a thread for organizing and sharing in a single place the work I'm doing to revive, resurrect or maintain abandoned mods. Or anything in general, really. The general idea is to grab old, abandoned, orphan, incomplete or otherwise currently unused mods and give them new life in the current KSP version. I'm very open to suggestions and contributions. I do config file / Module Manager tweaking, and some of coding. I am absolutely terrible at 3D modelling and mediocre at best at texturing, so it is unlikely I'll do any of those. So, without further ado, below is the info on the already resurrected/tweaked/refreshed/updated mods: Current KSP version: [1.0.5] Sam Hall - Kerbonov Kn2 Status: Up to date - Original Thread Kerbonov Kn2 is a parts pack that adds a very nice cockpit with beautiful interiors, a mini jet engine, probe-sized RCS thrustes with monoprop in them, RATOs, a probe-sized decoupler, and some other goodies. Download: Changelog: 1.1: Engines now use ModuleEngineFX The decoupler now has the default KSP sound, because the bundled one wasn't working. All nodes have been checked so they comply to the new attachment rules. Thermal information has been added so things can now explode properly. All credit to Sam Hall Tweaking based on the excellent previous work of aristurtle: Forum post License: CC 3.0 Share Alike with attribution TurboNisu - Stockalike Parts For Useful Aesthetics Status: Up to date - Original Thread TurboNisu made this excellent parts pack that fills some gaps in the stock variety. Download: Changelog: 1.2: Revisited truss attachment nodes. Tweaked all masses. Added missing thermal info. Added License to the download 1.1: Fixed attachment nodes in all girder and truss pieces. Added thermal information Weaked weight for little truss pieces. All credit to TurboNisu Tweaking based on the excellent previous work of a__gun: Forum post License: CC Attribution-NonCommercial-ShareAlike 3.0 Unported pizzaoverhead - Battery Indicator Status: Up to date - Original Thread pizzaoverhead made this very neat little mod that lets you tell at a glance the status of the Z-100 Batteries. He wanted to add more stuff but hasn't touched it in a while so I did. Download: Changelog: 1.5: Added color for locked batteries, defaults to blue. Added a gradient mode for the light so it changes smoothly. Made colors configurable via config file. 1.6: Increased the gradient steps to 8, so the colors will step in the middle of each pair. Added color for full batteries, the default is white. Added a percentage between full and caution, called okPercentage, default is green. All credit to pizzaoverhead License: GPLv2 - Sources included in the download. -- This is my way of saying thank you both to this amazing comunity, and the mod devs who work for no other reason than making more fun available for everyone else.
  20. Non aerostat album parts: landing gear is stock and fans are from RoverDude's Exploration pack. WARNING – early WIP. Ever since I started playing KSP I've wanted to play with airships. I found Hooligans airships and had fun with those and then Procedural airships. While I really liked both of those mods I wanted to go in a bit different direction with this. I also wanted to learn how to make mods so.... Currently I have models for rigid aerostats (think Hindenburg) and non-rigid aerostats (think Goodyear blimp – technically semi rigid for the newest one). These consist of three centers and three end caps. Gondola parts include a cockpit that has some extra info display functionality for aerostats, a crew compartment and a gondola tail. Three hydrogen cylinders, one fin with a control surface, a probe core if you want the extra aerostat display info without the gondola and finally a tweakscale MM patch. I'm new to 3D modeling so the models are rather basic. Operation wise you have a lift cell and the lift cell contains a balloonet or a balloon within a balloon. The balloonet allows you to vary the lift gas volume so you can maintain a set altitude – the bigger the balloonet is inflated, the less room for lift gas, the lower the altitude you stabilize at . Gas cells (lift cells and balloonets) can rupture if subject to too much pressure. If a gas cell is ruptured it doesn't pop like a balloon but will start leaking gas. To prevent disaster the gas cells have an emergency relief valve that will vent gas at a set pressure and while it should prevent a rupture in most circumstances, it won't save you if you ascend too fast. To control the craft right click on envelopes to control each envelope individually: Cell Main/Cell Balloonet to select the part of the envelope to control - lift cell or balloonet. Step +/- to change the amount to change Lift +/- to change the selected (lift or balloonet) fill by amount. Dump to manually dump gas Or on a areostat controller (cockpit or probe core) part for info/control of all envelopes: Pressure Hold on/off to automatically try to keep pressure at 500 Pa Venting on/off to allow over pressure venting - also called ERV or Emergency Relief Valve. When you stabilize at your desired altitude turn pressure hold off. Working Lift calc's – parts will fly. Cells will randomly spring a leak if over pressure(1500 Pa for now) - probability increases with time over pressure and how far over pressure. Not working Under pressurized non rigid aerostats work just as well as when properly pressurized. To Do List Add hatches to the gondola parts (you can't EVA at this point). Add a GUI Move over burdened right click menu to GUI. Auto trim function. (or /- trim) Auto altitude function. Auto pressure function – for non-rigids. Graphical status for each lift cell. Add configuration window. Allow change of lift gasses – currently Hydrogen only. Add hot air, and heated gas options. Part scaling - needs to independently scale length and diameter so part count can be reduced. More envelopes, gondola parts, better models, better textures. Balance the pieces. Required mods: Community Resource Pack. Recommended mods: At this point I haven't played with this enough to be able to recommend any mods to go with this but AirPark looks very promising and KAS should be perfect for anchoring to towers or the ground. There is only one size of envelope so TweakScale (MM cfg included) is needed if you want bigger envelopes. Download And a final warning – progress is going to be slow. License CC BY-SA
  21. Gameframer KSP 0.6.3-beta Gameframer KSP is a mod under development that documents your gameplay for later review, analysis, and sharing. Gameframer is currently in beta and needs your feedback and help testing! Automatically document your vessels and missions View, share, and compare with others on gameframer.com Currently in early beta, all anonymous, no registration needed Examples: vessel Foobar III, Minmus mission, vessel gallery and mission gallery HOW TO GAMEFRAMER Download and install the mod (drag Gameframer folder into your GameData folder) Play KSP Go to gameframer.com and bask in your awesomeness The first time you load the Space Center you will be prompted to choose a generated username. If you are upgrading an old version: Your username and key are stored in GFSettings.cfg. There are two ways to preserve your username. (Hint: #1 is less work) Copy only Gameframer.dll from the ZIP and drop it in [KSP dir]/GameData/Gameframer/Plugins/ to overwrite the existing DLL or Save your settings file from [KSP dir]/GameData/Gameframer/Plugins/PluginData/Gameframer/GFSettings.cfg. Replace the entire Gameframer folder in GameData from the new ZIP. Replace your GFSettings.cfg. FEATURES Vessel Snapshot Available in the VAB and SPH Upload your vessel to share and compare with others Automatically capture isometric images based on Kronal's Vessel Viewer Stats like mass, delta-v, cost, etc. are automatically calculated Basic mod detection Share your favorite vessels Mission Recorder Available when flying a mission Automatically record short GIFs on flight events (stage separation, orbit reached, etc.) Manually control your own GIF creation (including automatic timelapse feature) Events and stats are continuously recorded VERSION HISTORY THANKS TriggerAu for his plugin framework which helped clarify the mysteries of writing one's first mod Kronal and bigorangemachine for the fantastic Vessel Viewer r4m0n for MechJeb which flew hundreds of test flights for me You awesome people for helping me test Squad for making one of the best PC games of all time Plugin source code provided at Github. This software is provided "as-is" with no warranties. Copyright 2016 All rights reserved.
  22. This little plugin lets you map the airplane trim controls to joystick and keyboard keys. (because alt+WASD is meh!) Nothing more, nothing less. here is a screenshot: TRIM_PITCH_UP / TRIM_PITCH_DOWN: press to trim the plane up or down TRIM_ROLL_LEFT / TRIM_ROLL_RIGHT: press for roll trimming TRIM_YAW_LEFT / TRIM_YAW_RIGHT: press for yaw trimming RESET_TRIM_PITCH reset pitch trim to zero RESET_TRIM_ROLL reset roll trim to zero RESET_TRIM_YAW reset yaw trim to zero RESET_TRIM like pressing RESET_TRIM_PITCH, RESET_TRIM_ROLL and RESET_TRIM_YAW at the same time SET_TRIM_PITCH : 1. level out plane 2. press and hold button 3. release pressure on the stick 4. release button. The plane is now trimmed out SET_TRIM_ROLL: Like SET_TRIM_PITCH but with roll SET_TRIM_YAW: Like SET_TRIM_PITCH bit with yaw SET_TRIM: like pressing SET_TRIM_PITCH, SET_TRIM_ROLL and SET_TRIM_YAW at the same time Source Download license: GPL v3
  23. What it does It makes better automatic default choices for crew assignments (e.g. "labs need scientists" or "drills need engineers"). It remembers your assignments, so that the next time you launch that ship, it will try to do the same thing. (No more discovering, *after* you're in orbit, that your gosh-darn rescue ship filled up all the slots and you've got nowhere to put the stranded kerbal!) You can customize the default behavior with ModuleManager config. NOTE: This mod is not compatible with Kerbal Construction Time. Download from SpaceDock License: CC-BY-NC-ND 4.0 Source code How to install Unzip into your GameData folder, same as any mod. How to use Just play KSP! The mod is deliberately minimalistic. It adds no UI, it doesn't require any special actions to use. It just silently makes the crew-assignment experience better. The only thing that affects you at all is: if you go into the "crew" tab of the editor and change crew assignments, then your choices won't be persisted unless you hit the "save" button before launching the ship. That's it, that's all there is to know. Cool things it does by default Makes sure there's a pilot on board, if you don't have any SAS-capable probe cores. Staffs science labs with scientists. If you have any non-rerunnable science experiments on board, makes sure there's at least one scientist. If you have any parts that need an engineer (ISRU, drills), makes sure there's at least one engineer. Repairable parts (parachutes, landing legs, wheels) also have an engineer requirement (if there's an available engineer of sufficient level). Tries to pick the highest-level crewmembers available. (Except for pilots; if you have an SAS-capable probe core and your pilots are all lower-level than the core, it picks the *lowest* pilot available.) Tries to fill all command pods; doesn't try to fill passenger cabins. If you do manual assignments in the crew tab and then save the ship, it remembers your choices the next time you load the ship. Empty slots will be left empty. It will try to assign specific kerbals by name (e.g. "Jeb goes in slot 0 of this command pod"), and if that crewmember is unavailable, will try to assign another kerbal of the same profession (e.g. "I want Jeb, but he's on a mission already, so I'll use this pilot here.") How it decides The mod works with two types of assignments: default choices, and player choices. Default choices Default choices are controlled by ModuleManager config in a file that comes with the mod (see "How to customize", below). There are two flavors of default choices, *assignments* and *requirements*. Assignments are default choices for crew slots in specific crewable modules. The default config that comes with the mod assigns scientists to science labs, and all crewmembers to command pods. The default config deliberately leaves passenger cabins empty, though you can tweak this by adding your own config if you like. Requirements are added to parts that are not themselves crewable, but which need a particular type of kerbal to operate them. If your vessel has any parts that specify requirements, then the mod will try to ensure that at least one of the specified kerbal type is present in the crew. The default config that comes with the mod adds a "scientist" requirement to all non-rerunnable science experiments (Mystery Goo, Science Jr.), and an "engineer" requirement to ISRU units and ore drills. Player choices When you load a new ship, or add a new part, then everything is controlled by the default behavior and assignments will be updated dynamically as you switch stuff around on your ship. It can do this because you haven't *observed* the assignments and it's therefore free to shuffle assignments around without invalidating any of your choices. However, the moment you switch to the "crew" tab in the editor and see what the assignments are, it then nails all the assignments in place. (It's a Heisenbergian sort of thing.) Basically, what it's doing is assuming that the moment you *see* the assignments, they become your conscious choices rather than something the program assigned. Once you see the assignments (and make any changes of your own), those get persisted to the ship, and will be saved when you hit the "save" button. Such specific choices are assumed to be for a specific kerbal, or for a kerbal of that profession if the kerbal isn't available. How to customize Since all crew assignments/requirements are controlled by ModuleManager config, you can add your own .cfg file to change the behavior to whatever you like. If you'd like to customize the behavior, the following references may be helpful: BetterCrewAssignment.cfg: This is the ModuleManager config that is installed with the mod. It includes detailed comments explaining how it works, so that you can write your own config. ModuleManager documentation: You can find helpful information here and here. Video review by @Kottabos A word of thanks Many thanks to @sarbian for a small but vital bit of advice that unblocked the completion of this mod. Thanks to @HebaruSan for the feature suggestion of adding engineer requirements to repairable parts.
  24. I... like many of you, probably, have been dreaming of having all the features mechjeb provides... but without sacrificing all of my screen real estate to it. Eventually I want to build a dedicated cockpit... and that's going to require instruments and buttons, of course. So I've started hacking at a way to get all of that data out of the KSP window, and I'm getting rather close. To start with.. this is just a little project that is standing on the shoulders of GIANTS. Two giants in particular make this work and are required for it to function: Mechjeb does all the mechjebing.... and kRPC does all of the communication between KSP and my client and provides the python library it's built on. I'm just hanging tinsel and bows on the trees that Djungelorm and Sarbian grew from seeds. The interface looks like this at the moment: I've just about finished the kRPC extension to grab the data I need and push in the commands to the active vessel's mechjeb and it's working great,and a quick test of the orbital parameters only worked great and I've tried pulling data ridiculously fast to see if I could impact game performance and so far haven't managed to! So, in the next day or two I'll have the buttons and text boxes all connected and working. The graphical elements (the orbital visualizer, and I really would like to do a better graphical piece for the landing and docking visual guidance instead of the kludgy collection of scrollbars and sliders I've got at the moment) will take somewhat longer as I'm learning as I go and I haven't BEGUN to learn graphics in python... but I'm imagining it shouldn't be TOO awful... Seeing as how we're really talking about drawing a couple of ellipses and lines, and moving a few sprites around the screen? Famous last words right? If anyone wants to help with the graphical parts, I'd welcome it, but I'll get to it myself eventually! Future plans... other than making it all work - I'd like to add another page that has a big grid and a filter selector to give you part level control of your vessel. Hypothetically you could bring up every science experiment on board and give you an interface to run, reset and review them, or pull up all fuel tanks and let you manage resource transfers, or bring up your engines and let you disable, enable, and thrust limit them, or decouplers and docking ports, or parachutes... the ability to configure parts from what becomes your external IVA screen seems interesting to me. Anyway. I haven't realized EVERY button in Mechjeb... just the most frequently used ones. I'd LOVE it if people would pour over the screenshots and say "I didn't see a way to do this... and I wanna." So I don't miss something obvious and useful! For example, as I sat here typing this, I realized the 'node executor' section of every page needs 'next node time' and 'next node deltaV' fields. I'd much rather get the fine toothed comb comments NOW than when it's all put together and working and someone says "Yeah, but why didn't you..." and drops one of those 'should have been obvious but now requires redoing a week's work' bits of wisdom on me! Art
  25. @Me1_base has made a 1.5.1-compatible version of B9 PW Modified (see here), and is being merged (some features has already been merged) into the currently active fork by @Jebman82. Please go to that thread for more information and downloads for the latest B9PW version. Thank you all for supporting! 01010101lzy (Rynco Li) ----------------- @Supergamervictor has made updates for newer versions. Please download from the link below. Previous versions SOURCE Original mod: B9 Aerospace Procedural Parts by @bac9 and @Crzyrndm WIP / planned features: Include or exclude edges in width/angle calculating Solar panel integration (from here, will see if I could do it) Your ideas! Known Issues If you meet one, please post it HERE Licensed under MIT, the same as the original mod. Changelog:
×
×
  • Create New...