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  1. Simple question? I am writing a small plugin and I need to to get the part that is docked to a docking port. I have figured out how to get part that is Attached to the port in the VAB but if it has been Docked later the part doesn't show up (I think because "docked" is not the same as "attached", ...right?). This is my code to get the attached part: public List<Part> GetPartsAlreadyAttached() { cp.Clear(); AttachNode DockingAttachNode = DockingPortA.topNode; if (DockingAttachNode.attachedPart != null) { cp.Add(DockingAttachNode.attachedPart); return cp; } return cp; } I see there is dockedPartUId but how do I go from UId number to getting the actual part? ModuleDockingNode dockingNode = KIS_Shared.GetDockingNode(DockingPortA); uint PartID = dockingNode.dockedPartUId; Thank you!
  2. Real Time Clock 2 Back in 0.21 days @Jarcikon made a little plugin that display the (real) time in KSP, I asked and he let me take over his work, so here is the new version : Real Time Clock 2. The clock is visible in the KSC view, the VAB, the SPH, the Tracking Station, in flight and, if you own the Making History DLC, in the Mission Builder. You can drag wherever you want, its position is saved per scene. In the settings menu you can choose and which scene it should be active and if you want to use 24h format or am/pm. DOWNLOADS for KSP 1.4.3 : Get it with CKAN SpaceDock GitHub Previous KSP version : Last version for KSP 1.5.1 Last version for KSP 1.4.3 Last version for KSP 1.4.2 Last version for KSP 1.4.1 Last version for KSP 1.4.0 Last version for KSP 1.3.1 Last version for KSP 1.3.0 Last version for KSP 1.2.2 Sources License is GPL3 Most of the credit go to @Jarcikon for creating the original Real Time Clock and to @Starbeamrainbowlabs for giving me the idea to update it. Original read-me by Jarcikon :
  3. Hi fellow kerbonauts After years of downloading and enjoying mod from the great KSP community it's time I do something myself, so here it is : Crew Light The goal of this mod is to automatize, as much as possible, the lights of your vessels (and of kerbal's helmet). Every part that currently hold crew gets its lights turning on Lights react to the sunshine And to depth GIF incoming... When approaching a distant vessel its lights will blink, sending you a welcoming message in Morse code Kerbal on EVA can toggle lights Lights can have a motion detector set up Youtube review by @Kottabos : How does it works ? Vessel's lights are divided into 3 groups : Lights of crew-able part : They will remain off until a kerbal gets on-board Lights NOT in the light action group : (and kerbal's helmet light) They'll go on when the sun's fall, off when it rises Other Lights : They will work as usual, toggling by the light action group This mod rely on the light action group to determine which light belongs to which group, in stock KSP you can change action group only in the editor, so no lights on all crafts already launched will react to the sun rising/falling. To change action group in flight you will need the mod Action Groups Extended, by @Diazo. And an enhanced support of the mod Aviation Lights by @BigNose, maintained by @MOARdV : By default its navigation and strobe light will get turned on at night using the custom blinking light provided by AviationLights, flash, double flash, interval. This is configurable, per light, in the setting file. The beacon light will stay off until you push the throttle, acting as a real warning light And it now support Kerbal Electric (a set of tweak-able and very cool lights) : How to modify how it works ? Most of the function can be disabled, or tweaked, directly from the in-game settings screen : There's also some extra option for the Morse Code message. Due to limitation of the stock settings menu (or limitation to my modding skill :p ) it's a bit tricky to access it : in the settings screen enable the "More Morse Settings", hit accept, twice, and you got it. Here you can change the morse message send by distant vessel as you approch them. And the timing for the different symbol (they are sync to the dit duration unless you check manual timing). What is needed ? ModuleManager is the only dependency, all credits go to @ialdabaoth and @sarbian Know issues : Lights on kerbal's helmet don't turn on/off as the sun rises/falls. Lights will be turned on if the kerbal disembark in the dark but status of the sunlight won't be checked after that. The range sphere of the Motion Detector is offset from the light position only for the stock light, for others the sphere center is at the light position. What to do if it doesn't work ? Report it to Github or on this thread. This is my first mod for KSP and one of my first working C# code, I've tested it on every situation I could think of but it may have bugs left. And a big thank you to @Diazo, @Nereid, @Crzyrndm, @RealGecko, @Skalou for helping me, and to every modders out there who wrote good code for learning Download on SpaceDock Download on Github Last 1.5.1 version Last 1.4.3 version Last 1.4.2 version Last 1.4.1 version Last 1.4.0 version Last 1.3.1 version Last 1.3 version Last 1.2.2 version Source on Github License is MIT Dev thread, now closed
  4. Antenna-Helper Ever wonder what all the antennas you put on your craft, because they look so cool, actually do ? How far can you go with them ? How many science you'll be able to send back when you get there ? It's easy ! Just multiply the power of your strongest antenna with the result of the division of the sum of all your antenna's power by the power of the strongest antenna raised by their average weighted combinability exponent. This will give you the antenna power of your spacecraft, now calculate the root square of this number multiplied by the DSN power, it will give you your maximum range. So simple. OR You could use Antenna Helper to do all that, and more, for you. Ok, but what does it do ? It will show you the antenna capability of your active vessel in flight, in the editor and of all vessels in the tracking station. In flight ? Click the Antenna Helper icon on the toolbar : And you should see something close to that : The top line, in bold, show the signal strength of the whole CommNet path between your vessel and the DSN. Each button beneath it is a link in this path. Clicking on the Potential Relays button will expand the window to show all the in-flight relays : You can click on every link to display some info about both vessel (or DSN) and about the link it-self : Now take a look at : The Map-View A big circle has appeared ! Centered on the vessel or DSN your directly connected to (the first link of the main window), it helps visualize the range and signal decay of your active connection. While your ship is in the green circle its signal strength will be clamped between 100 and 75%, in the yellow circle between 75 and 50%, in the orange circle between 50 and 25%, in the red circle between 25 and 0%. And if you're outside the red circle you don't have any connection. With this new window (show it-self only in the map-view) : You can choose between different sources to show your potential range and signal strength : You mentioned the editor ? Yep. That's nice to see "on live" where you can go with your space probe but it's even better to know before launch how far you can travel. In the VAB (or SPH) click the Antenna Helper icon on the app launcher : It brings this window : Lots of info here, let's go through them from top to bottom : Selected type : which antennas are taking into account to compute the vessel antenna power. Direct (by default) will use all antennas, Relay will use only the antenna with relay capability. Current target : the range of your ship's antenna is determined by the antenna power of its target, which can be the DSN or a relay. By default the selected target is the DSN. You can change the target by clicking on Pick A Target. (more about it below) Status : a quick explanation about which antenna on your craft will actually be used in flight. Power : the antenna power of your vessel. Max Range : the maximum distance between your vessel and the target after which you'll lose the connection. Depend on the power of your vessel and the power of the target. Max Distance At 100% : the distance between your vessel and the target after which your signal strength will start to decay. Color bar : it works with the Max Distance At 100% and the Max Range distance. The number aligned with the black bars separating the colors indicate the distance at which the signal decay. Example from the pic above : between 2 050 205 945m and 51 662 800 363m, your signal strength will vary from 100% to 75%. So the target is important ? Of course, one antenna on its own don't do anything. It must be connected to another antenna, can't compute maximum range or signal strength with only one antenna. Two type of target : the DSN (Deep Space Network) : it's the (very) big antenna on Kerbin. It has three levels with different power, you upgrade from one to another by upgrading the Tracking Station. relay(s) : those are vessels you build yourself, two condition need to be meet : having at least one antenna with relay capability and setting the vessel type to "Relay". You can simulate all those connection directly from the editor : Click the Pick A Target button : From here you can select a different DSN level, your current level is in bold and is selected by default. For simulating against in-flight relay hit the In-Flight Ships button : In this window you should see one button per flying vessel with its name and its antenna relay power, important distinction, when your connection is going through a relay only the relay antenna of this relay will be used. Sound obvious but... So if your building a relay make sure your selected type, in the main window, is set to RELAY. Speaking of building relays, you may want to simulate the antenna range of a relay before you launch it. To do so you need to add your ship/relay to the Antenna Helper Editor Ship List. Just open your vessel in the editor and click on Add Ship to the Target List in the main window. After which you can click on Editor Ships in the Pick A Target window : It works the same way as the in-flight relay list, the number between parenthesis is still the antenna relay power. But what all those numbers really mean ? They are, mostly, just distance. At a solar system scale. So big distance, like space-travel distance (we're playing a space program game, are we not ?). Anyway, to help figuring out what does numbers represent you'll find this window, by clicking on Signal Strength / Distance in the main window : In it you'll see what signal strength to expect for a distance equal to the minimum and maximum distance between the home body (Kerbin), its moon(s) and all the others planet on the solar system. Keep in mind that those distance are approximate, specially for celestial body with an highly inclined orbit. You can check the distance used by hovering your mouse on the celestial body name. In the same window you can check the signal strength to expect at any given distance, write it in the input box at the bottom of the window and click the Math ! button. Still don't get a clear representation of what those space-travel distance mean ? Save your ship in the Antenna Helper Editor Ship List, click the Add Ship to the Target List button in the main window. Quit the editor and open up the Tracking Station. Tracking Station ? Yummy ! Yes it's good. Fire Antenna Helper : From there if you select a vessel in the Tracking Station list you'll see its range circles just like in flight. You can check the range for the active connection, the DSN connection and for all relay in flight by selecting it in the GUI. To check the range of a vessel saved in the Editor click the Editor Ship List button. Now you can see the range and the signal strength of your future vessel for the different connection type. The number between parenthesis is the total antenna power of your vessel, as opposed to the Ship List in the Editor that show the relay power. Sounds awesome but I don't want/need X feature ? In the Advanced Settings menu you'll find a tab for Antenna Helper. Here you can disable the mod per scene, choose to use Blizzy/LinuxGuruGamer toolbar instead of stock, and, set the refreshing speed for the flight UI, in case it slow your game. About the mod DOWNLOADS for KSP 1.4.3 : Get it with CKAN, thanks to @linuxgurugamer SpaceDock GitHub DEPENDENCY : Toolbar Controller Previous KSP version : Last release for KSP 1.5.1 Last release for KSP 1.4.3 Last release for KSP 1.4.2 Last release for KSP 1.4.0 Last release for KSP 1.3.1 It is localized in Japanese, Simplified Chinese, Russian, Spanish, German and French. It should be compatible with every mods, except RemoteTech and Kerbalism. If you find any bugs please report it, either on GitHub or on this thread. Know issues and maybe future plans Dev thread (closed), for posterity Sources are on GitHub License is MIT Credits The idea for an in-game calculator is from this thread by @Tyko. Thanks to @Poodmund for his google doc's calculator, and for the help he provide to this mod, and to the KSP wiki; Thanks to @Skalou for his help with the math Thanks to @wile1411 for his bugs reports and suggestions. Thanks to @Wyzard for his several bug fixes Thanks to the translators : Japanese version : @EBOSHI, @COLOT and @anarog_1 Simplified Chinese : @CN_Warren Spanish : @fitiales Russian : @AlexALX German : @woeller Antenna Helper icon/logo made by myself with assets from FlatIcon by Freepik.
  5. I have stopped maintaining this mod, which is now being continued by @Papa_Joe on this thread: ---- P L A N E T S H I N E Why PlanetShine? After trying some mods to improve visuals and get something more realistic looking, I transformed KSP into something really good looking, but I was really happy with the result, but I felt that something was still missing. When in low orbit of a planet, the side of my ship which was facing the planet was completely dark, which was not realistic! It should have been illuminated a bit by the planet's own reflective light! I decided to fix that with this mod, by making planets and moons to reflect their own (colored) light to your vessel. This phenomenon is called in real life albedo or planetshine : What does this mod actually do? (Summary) When you are close to a planet or moon, its bright side reflects (colored) light to your vessel. More realistic ambient light in vacuum, very dark by default, can be customized. More realistic ambient light on the ground and atmosphere of planets/moons, tinted by the surface color. Very lightweight: almost no RAM used, and your FPS should not change. Additional features Settings menu to customize many parameters, as well as several quality/performance settings. Support for the Toolbar mod. Planet and moons light configuration supports Module Manager and loading across GameData folder, and can be easily customized by players or other mods. Conflicts with the mod "Ambient Light Adjustment" because it has exactly the same feature: custom ambient light settings with a slider. When close to the sun, the sunlight becomes dramatically intense. Screenshots You can see the subtle red light over Duna, green over Jool, and blue over Kerbin: http://imgur.com/a/4MODI Before / After Screenshots by CaptRobau: http://imgur.com/a/Nekay Recommended mods for the best experience Environmental Visual Enhancements for clouds and city lights. A good galaxy skybox (using Texture Replacer): Oinker's Skybox Teflon's Skybox Chatterer for adding ambient sounds that really improve the immersion. An atmospheric sky enhancing mod: SkyTonemapper (Stable) makes the sky look better by smoothing it (removes the banding effect) Scatterer (Experimental - many bugs) makes the sky and atmosphere looking really great and much more realistic, sunsets become amazing. Engine lighting for adding realistic lighting to engines thrust. Surface Lights to illuminate the ship when it gets really dark. Additional information I would appreciate feedback on this mod a lot! I spent a lot of time trying to make this reflected light to behave as consistent as possible, and I think it's pretty well tuned by now. Planet and moons colors are all editable in "CelestialBodies.cfg", and you can change a few other settings in "Settings.cfg", such as the vacuum light level (quite low by default), and the reflection light intensity. Compatible with all game versions from 0.25 to 1.0, and probably older versions as well. This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Changelog Known issues Conflicts with other mods that change ambient light, such as Ambient Light Adjustment and AmbientLightShifter Not tested much on x64, might cause issues Might have minor issues with Kopernicus, which optionally provides custom atmospheric and vacuum ambient lights. Planned features Automatic detection of planet colors and atmosphere, no more need for CelestialBodies.cfg (working on it right now) Actual planetshine (reflected lights between two planet/moon) Different reflected light color depending on the biome (land/sea/poles) Sunset/sunrise lights More performance tweaks, such as reducing the number of light depending on the situation, or using a diffuse wrapping shader Choice between presets for ambient light (realistic or stock) and other settings Better (future) compatibility with other mods Credits I copied the planets/moons color list from the Distant Object Enhancement mod Thanks to TheSexiestofClowns on Reddit for his screenshot that I used at the beginning A lot of thanks to the people who helped me over IRC, such as Thomas, Rbray89, and a few others ----------------- Support the author If you like this plugin, please consider donating, it will be greatly appreciated: ----------------- Download standard versions: 0.2.5.2 for KSP 1.2 0.2.5 for KSP 1.1 0.2.4.2 for KSP 1.0.5 or older ----------------- Download experimental version 0.5 for KSP 1.0.5 or older: details in this spoiler: Copyright 2014, Valerian Gaudeau, Apache license 2.0
  6. Hello, I need help to edit/update the KerbalGalaxy2 dll, since I am not an expert in C#, this is to help the community revive and improving the quality of the original KerbalGalaxy2, if you are willing to help me, comment the thread, since the original code is dead, the only option is to create it again, the function of this DLL was to transport you from Jool's WormHole to Gargantua. Link to original thread HERE Link to Remaster HERE
  7. @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:
  8. While making my animation plugin i started my last (pre-release) phase of adding sound support (Configuration, Animation, Control, Utility and Visual are done) I want to add sound fx to my animation(s) but my currently employed method of control/tracking animations properties can be a hit-and-miss for sound support (controlling animations looks fine for now). It works via PartModule.Update() and PartModule.OnUpdate(). These are not directly visible in PartModule (ie not suggested by VS IDE), but can be used because it inherits from Monobehaviour. After successfully doing some basic audio tests, i wanted to write an event handler that receives a reference to my class holding all needed data. And this is where i hit a wall. AnimationEvent handler is not designed to receive data in arbitrary form. There is objectReferenceParameter, but i don't know how to reference my class this way, it expects UnityEngine.Object. If example is needed, i'll try to provide a short version. Reference material
  9. Want to have MechJeb embedded in your ships? Don't like the MechJeb parts? Then I present to you MechJeb Embedded Universal, Now With Career mode support! It has two modes: "Career mode" if you want career mode support, you'll have to go to R&D to unlock modules. "It's Free!" if you want not to go to the R&D to unlock modules, they'll be enabled from the start. This version uses ModuleManager (included 4.0.2) to provide functionality. It does not change your files, it justs appends the MechJeb core at the time of execution. This does not add MechJeb functionality, it just adds the MechJeb module to the command modules. That means that you don't have to manually add MechJeb while building your ship, it will come embedded on the command module (not physically, but in the code). (You can get MechJeb here: https://forum.kerbalspaceprogram.com/index.php?/topic/154834-16x-anatid-robotics-mumech-mechjeb-autopilot-283-3-march-2019/) I take no responsability for what you do to your game (Works on 0.23, all the way thru 1.7.2, you need to have the proper ModuleManager Plug in I included the latest one for convenience) This addon is licensed under the GPL v3, and includes Module Manager by sarbian, swamp_ig, and ialdabaoth, which is licensed CC-BY-SA, forum link here: Module Manager Version 4.0.2 I have no relation to the guys behind MechJeb nor Module Manager, I would like to say thanks to them, and guys, keep up the good job! Download : MechJeb Embedded Universal
  10. Well, i know that service to show "what we have inside" already are in KSP vanila, but to my mind it are complicticated for design. But i remembered a way how to do this with any item or in one click. Dunno, are such thingie needed for community? However, trick is simple enuff. We just need to find a model's transform (any or all) that we need to do translucent, get its renderer, material than - and change its shader on the fly. Of course we need proper shader. If the need disappears, we need to do reverse operation. I have not saw someting like that (missed?), so meet X-ray. It can be added like a partModule to any part (or any mesh in part) without any 3D and Unity work.
  11. Greetings! This is my very first post in here, and I've already got a mod in progress! You see I've made a Code in VSCode to compile and a ready APU sound I've recorded and modified (removed ambient sounds n wind) to be used, and I want it to work with DECQ's space shuttle system. The problem is that I can't compile it due to Windows 7 not wanting to update to SP1 for drivers problems eventually making VS requiring it soooo whatever... this made me hit a dead end. Anyway, the only solution I've got is by getting anyone who made a plugin before, and compile the code for me (Text or .cs file) to a .dll. Note that I'll only provide it in private not in public, but the mod itself will be released as soon as it's ready to, and the guy who made this possible will be mentionned. Best Regards, Bayou M.
  12. YARK plugin can be be downloaded here. Yet Another Remote Kontroller (YARK) YARK is a plugin that allows for the remote control and flight data monitoring of vessels through a TCP socket connection. YARK could be used to build "remote" control panels powered by Raspberry PIs or other linux based computers with WIFI, or for writing remote control scripts. YARK isn't meant to be as extensive as kRPC, being tailored more for people making control panel rather then remote control scripts. YARK is heavily based on, and wouldn't be possible without, @zitronen's KSPSerialIO plugin. Some of YARK's features: Craft orientation (Pitch, Roll, Heading) "11th" SAS mode, allowing you to point the vessel at an arbitrary vector (Experimental) AxisInput (Controlling Throttle/Pitch/Roll/Yaw/TXYZ) Control and monitoring of Action Group, SAS, RCS, Brakes etc. Navball vectors (Prograde, Target, Maneuver) Alt, Velocity, etc Orbital Information Fuel Levels Getting and settings timewarp mode, SAS and speed modes, and other miscellaneous stuff. Using YARK I have provided a set of C++ and Java bindings for using YARK, rather then trying to explain the protocol. Along with the bindings, I have also provided a sample script which should show how to use the bindings. The script simply checks if the rocket is falling and executes a simple abort procedure. The bindings might have slight differences between the Java and C++ versions, but should function the same. Client documentation: Configuring YARK: YARK has two settings found in the PluginData folder. The "TCPPort" field configures the port on which YARK hosts the server (defaults to 9999), and "UpdatesPerSecond" is the number of updates the server will attempt to send per second. If left zero, the server will simply send an update every frame. (UpdatesPerSecond defaults to 0/every-frame) Compiling YARK: YARK can be compiled like any other KSP plugin from the source code found here. Just point MSVS to the required unity reference DLLs, and make sure you compile for .NET 3.5. Multi-Functional Display (MFD) (Main Thread) The YARK-MFD is a multifunctional display written in c++ with openGL that uses YARK to fetch and display flight data. Read the main thread for more info. Screenshot:
  13. WIth @codepoet's schedule not allowing him to maintain his mods, He has asked and I have volunteered to continue maintaining: PWB Fuel Balancer @codepoet has given me his blessing, and access to his Git Repository, and I am cloning his original thread from HERE into this thread to continue support in his stead. As everyone knows, he is not gone, just very busy with real life. Version 0.1.3.0 DOWNLOAD on GitHub Source Code on Github Licensed under CC BY terms (attribution) Tested with KSP 1.1.3. Mod Independent: This mod is standalone and requires no other mods to run. However to help with installation it will soon be supporting: KSP-AVC. This mod checks your installed mod versions against the mod's latest version. Let's you know when you need to update. The next version will include a version file but you can get it now right here. CKAN. The Comprehensive Kerbal Archive Network (CKAN) Package Manager (CKAN) is a multi-platform app that manages nearly all your mods from one clean executable. Performs installs, updates, and uninstalls of your mods automatically. What is PWB Fuel Balancer? Mod to automatically move fuel between tanks to return the Center of Mass to a preset position for that your vessel is perfectly balanced for RCS operations, or any other reason. The PWB Fuel Balancer allows an optimum location for the Center of Mass of a vessel to be set in the VAB or SPH and then for fuel to be pumped between tanks in flight in order to move the CoM back to that location when they are part full. This is intended to allow for perfect RSC control, allowing for rotation without translation and translation without rotation, assuming that the RCS thrusters have been perfectly located with reference to the CoM location. It is recommended that you also use the RCS Build Aid mod to exactly location the RCS thrusters. It has also been found to be useful for helping spaceplanes maintain balance as they consume fuel. It is possible to display a (green) marker to indicate the centre of mass in the VAB/SPH by mousing over the part and pressing D. Set the optimum CoM location buy turning of CoM in the VAB/SPH, mousong over the part and pressing M. You can display the CoM marker and optimum CoM marker inflight by right clicking on the park, and choosing "toggle marker" There is also a GUI that can be activated via the app launcher that allows to the manual positioning of the CoM target, both in the VAB and in flight. Usage: To set the CoM position - add the PWB Fuel Balancer to your craft remove any stages that will not be present when using RCS turn on the CoM indicator mouse over the PWB Fuel Balancer part press 'M' to set the CoM position. press 'D' to display the CoM position To rebalance in flight right click the PWB Fuel Balancer part, or set an action key in the VAB/SPH. Release History Bugs, comments and requests are welcome. Please create an issue in Github for any requests or bugs. This mod was originally created by @codepoet
  14. Goal: a bit helping to select proper experiment for mission. This simple plugin adds additional info about science experiment to its information panel (RightMouseClick). Now You can find info about situation when experiment will work and its relations from biomes while constructing your vessel in VAB. Also it adds usage requirements and can trace multiple experiments definitions in one part. Works in VAB-SPH only. Observed partmodules can be configured using CFG. So, it can trace parts containing stock science module "ModuleScienceExperiment", additional infos will be collected from its EXPERIMENT_DEFINITION node. Example cfg with nodes for stock science parts, OLDD, StationScience and DMagic's science parts are enclosed. Seems like it can trace any handmaded sciencemodules with its own names from different mods, but only if it were inherited from stock ModuleScienceExperiment. source DOWNLOAD
  15. Kerbal Wind Implements wind and a continuous-gusts model for Ferram Aerospace Research. Provides GUI with settings for wind direction, speed and turbulence magnitude. The mod was Inspired by KerbalWeatherSystem by silverfox8124 and the addition of a wind speed hook to FAR's API. Dependencies FerramAerospaceResearch is a dependency. You need it or this mod won't even load. Blizzy's Toolbar is an optional dependency. Stock toolbar is also supported now. Which toolbars to use can be set in the configuration file which you have to edit in order to make the change. Download https://github.com/DaMichel/KerbalWind/releases (Source code on GitHub) Installation: Extract the zip file content into the GameData directory. Picz Credits I took an early release of KerbalWeatherSystem as template, gave it the polishing that it deserves, and thus turned it into this fun little stand-alone mod. Proper permissions were given, and now my code is released under the MIT license. Much thanks to Ippo for writing the FAR patch that lets you add wind, and Ferram4 for making FAR and accepting all those patches. License The code is subject to the MIT license (see GitHub page). In addition, the creators of derivative work must give credit to silverfox8124 and DaMichel. The toolbar icon is subject to the WTFPL (http://www.wtfpl.net/)
  16. Mods on this thread wont be update, you need to go on forks Thanks to @linuxgurugamer & @DoctorDavinci to keep these mods up to date with KSP : Malah's Quick mods are very small plugins which add a small feature You can download all of my mods on SpaceDock, on GitHub or some on KerbalCurseForge. This modlet is compatible with KSP-AVC, Toolbar and the stock localisation (localize in English and French). All my mods can be installed with CKAN. Released: [1.3.0] QuickBrake [v1.23 - 2017.05.31]: Brake your vessel at launch [1.3.0] QuickSearch [v3.20 - 2017.05.31]: Enhanced the editor part search and add a part search on the tech tree [1.3.0] QuickStart [v2.14 - 2017.05.31]: Start your last savegame after the loading [1.3.0] QuickGoTo [v1.33 - 2017.05.31]: Go to an other scene from anywhere [1.3.0] QuickRevert [v3.13 - 2017.05.31]: Revert keeper [1.3.0] QuickContracts [v1.23 - 2017.05.31]: Keyboard's shortcuts for Mission Control [1.3.0] QuickSAS [v1.13 - 2017.05.31]: Moar keyboard shortcuts for the SAS [1.3.0] QuickHide [v3.23 - 2017.05.31]: Hide the stock toolbar and the stages [1.3.0] QuickExit [v2.13 - 2017.05.31]: Exit everywhere [1.3.0] QuickMute [v1.30 - 2017.05.31]: Mute all sounds [1.3.0] QuickIVA [v1.23 - 2017.05.31]: Go to IVA at the loading or the launch of a vessel [1.3.0] QuickFineControl [v1.06 - 2017.05.31]: Toggle the precision control at the load of a vessel [1.3.0] QuickCursorHider [v1.06 - 2017.05.31]: Hide the cursor when you push on F2 in flight [1.3.0] ZeroMiniAVC [v1.05 - 2017.05.26]: Delete/Prune/Disable all MiniAVC Dead mods: [1.0.5 & 1.1.0-pre] QuickScroll [v2.00 - 2016.04.01]: Scrolling for the parts lists [1.0.5] QuickEngineer [v0.10 - 2016.03.28]: stockalike calculation of Delta V & TWR Known bug If you like these tiny mods you can consider a little donation... QuickSAS What is it? QuickSAS is a small plugin which adds keyboard shortcuts for the SAS Download: SpaceDock GitHub More Informations: QuickSearch What is it? QuickSearch is a small plugin which adds an extension to the part search function on the editor, it also adds a part search on the tech tree. Download: SpaceDock GitHub More Informations: QuickGoTo What is it? QuickGoTo is a small plugin which adds the possibility to go to an other scene from anywhere (VAB, SPH, Tracking Station ...). Download: SpaceDock GitHub More Informations: QuickRevert What is it? QuickRevert is a small plugin which adds the possibility to keep the revert function. Download: SpaceDock GitHub More Informations: QuickExit What is it? QuickExit is a plugin which adds the possibility to exit KSP at any time. Download: SpaceDock GitHub More Informations: QuickHide What is it? QuickHide is a plugin which adds the possibility to hide the stock toolbar, the mods of the stock toolbar and the stages. Download: SpaceDock GitHub More Informations: QuickIVA What is it? QuickIVA is a small plugin which adds a switch to the IVA at the loading or the launch of a vessel. I suggest you to use the awesome mod RasterPropMonitor which makes the IVA usable. QuickIVA support the mod Probe Control Room. Download: SpaceDock GitHub More Informations: QuickBrake What is it? QuickBrake is a small plugin which adds the possibility to brake your vessel at launch. Download: SpaceDock GitHub More Informations: QuickStart What is it? QuickStart is a small plugin which adds the possibility go to the last game saved after the loading of KSP. Download: SpaceDock GitHub More Informations: QuickContracts What is it? QuickContracts is a plugin which adds the possibility to have keyboard's shortcuts on the mission control. Download: SpaceDock GitHub More Informations: QuickMute What is it? QuickMute is a plugin which adds the possibility to mute all the KSP sounds. Download: SpaceDock GitHub More Informations: QuickCursorHider What is it? QuickCursorHider is a plugin which hide the cursor when you push on F2. Download: SpaceDock GitHub More Informations: QuickFineControl What is it? QuickFineControl is a plugin which adds the possibility to toggle the precision control at the load of a vessel. Download: SpaceDock GitHub More Informations: QuickScroll What is it? QuickScroll is a small plugin which adds the possibility to scroll the parts pages, the categories and the filters on the editor with the mouse wheel and with keyboard shortcuts. Download: SpaceDock GitHub More Informations:
  17. Kill your horizontal velocity before landing, or hover over a selected point on the ground. Found on the CKAN as Horizontal Landing Aid Latest Update: KSP 1.3: Current version works without requiring any updates. This mod requires a working SAS to function. Make sure you have a pilot kerbal or a high-enough level probe core along for this mod to function. Download Download release from GitHub here. Merge the GameData directory in the .zip file with your KSP-Install\GameData directory. Source code also on GitHub. License: GPL3 This mod supports Blizzy's Toolbar mod and will display it's button there if installed. If Blizzy's toolbar is not installed, the button will display on the stock toolbar. Modulemanager is a required dependency. Want to control your vertical velocity? Automated Vertical Velocity Control Button when showing Blue. Button also shows Red and Gray (or transparent to show window color technically). The button has 3 colors: Gray: Mod is off and will not activate. Left-Click to go to Zero Mode (Blue) Right-Click to go to Location Hover mode (Red) Blue: Mod is activated and will cancel your horizontal velocity as fast as it can Left-Click to turn mod off (Gray) Right-Click to go to Location Hover mode (Red) Red: Mod is on and in Location Hover mode. Left-Click to turn mod off (Gray) Right-Click to go to Zero mode (Blue) Yellow Border: When the mod is actively controlling the vessel, the icon will have a yellow border around it. Engage Height: Regardless of which mode the mod is in, it will not activate unless you vessel is within 1000 meters of the ground. As the mod zero's out your velocity relative to a point on the surface, zeroing out too high wastes fuel as your vessels' sideways velocity is higher the then sideways velocity of the ground under it. This limit is adjustable by right-clicking the LA button and entering the height you wish to engage at. SAS: SAS must be enabled to use the mod. In fact, the mod works by controlling the SAS direction. This means that while this mod is enabled, the vessel control keys (WASDQE) are not effective as the mod will override their inputs as soon as you release them. RCS: While vessel tip is the primary method of control, if the RCS system is on and there are RCS blocks on the vessel, the mod will use the RCS to help out. Particularly on lower gravity worlds, this speeds up the rate at which the vessel responds as even the maximum default tip of 20° only provides a sideways acceleration of about 15% the force of gravity currently pulling downwards on the vessel. Note that the RCS system does not affect if the mod is engaged or not, it is optional. (Unlike the SAS system which must be engaged for the mod to control the vessel.) To Use: Zero Mode (Blue): In this mode, the mod will simply cancel your horizontal velocity. Once canceled it will keep you hovering over whichever point on the ground you are over. This is intended for landing a skycrane with a horizontal velocity of zero so there is no chance of tipping over from having too much sideways momentum. Location Hover (Red): When you enter this mod, a red arrow will attach itself to your mouse. Left-click on the ground to set a target location, the red arrow will now attach itself to this point. This mod will then take your vessel and attempt to hover over the red arrow. Note that it is likely your vessel will overshoot on its first approach I am still tweaking the move-to-point math to get it exactly as I want. I will further tweak this based on people's reports. Note: For the purposes of location, the part you have selected as the "Control From Here" part is what the mod will keep above the target. If you have a docking port on the side of your vessel, you can "Control from Here" and rotate your vessel around that point for a precision landing. Note2: Right clicking to enter Location Hover mode also opens the settings screen. Settings: (Saved on a per vessel basis) Engage Height: The mod will only take control at or below this height above terrain. Note that the default altimeter at the top of the screen displays height above sea level. Defaults to 500m. Max Tip: How far off vertical the mod will allow the vessel to go. Defaults to 20° Larger vessels with a slower torque response may wish to lower this. Speed%: This is the speed with, or the aggressiveness, the mod uses. A lower number will result in a slower approach to target and a slower max speed while traveling. In percent, defaults to 100%. Really large vessels, or odd configurations (such as engines above the center of mass) may benefit from changing this number but player preference will vary. Use RCS only?: You can have this mod use the RCS only to move your vessel if you set the max tip to 0 and engage the RCS thrusters. Note that this will be highly vessel dependent, it can be painfully slow on larger vessels as effective RCS thrust is so low.
  18. Kerbal Flight Indicators Draws a couple of markers directly in your field of view. It shows Horizon Attitude Velocity Vertical direction You can turn it on/off with the toolbar button. Download Release Page on GitHub (Source code on Github) Installation: Extract the contents of the zip file into the GameData directory. Configuration: Is done by editing settings.cfg in GameData\KerbalFlightIndicators\Plugins\PluginData\KerbalFlightIndicators. To change colors, you'll see lines like "horizonColor = 0,0.5,0,0.8". The numbers represent Red, Green, Blue and Alpha components, going from 0 to 1. Alpha means opaqueness, where 0 is completely transparent. New values should take effect on the next flight scene. To let indicators appear on top of the IVA cockpit again, change drawInFrontOfCockpit = False to drawInFrontOfCockpit = True. Mod Recommendations If you want to see more information, have a look at SteamGauges and RasterPropMonitors (IVA) and NavHud. Mouse Aim Flight Supports Blizzys Toolbar. The KSP app toolbar is supported since KFI R11. Picz My Imgur account is almost full of images so i'm probably going to delete the previous sequence. Have this instead. Changelog on GitHub Known Issues * This release has the potential to cause strange issues with other mods, like HUD elements or use custom cameras. Please report odd issues. Acknowledgement * I used some code from SteamGauges http://forum.kerbalspaceprogram.com/threads/40730-0-23-SteamGauges-V1-5-Analog-Radar-Altimeter-and-More! by Trueborn. Thanks for putting it under a not too restrictive license. * Thanks to Blizzy for his Toolbar. * I would also like to thank Pizzaoverhead (KerbTrack) and Navyfish (DockingPortAlignment) for their plugins from which i learned how to do things. License http://creativecommons.org/licenses/by-nc-sa/3.0/
  19. I'm attempting to make another custom node for Making History, this time an action to change the focussed vessel. This one fires and changes the focus but seems to be causing an error in the MH code and preventing the next node from firing. Can anyone (probably @SQUAD) tell me what is wrong? The code for the node And the Logs
  20. This was originally meant to become UpgradesGUI Continued, but for several reasons starting "from scratch" proved more practical, and this Add-On inherited only a little from the former by @Gotmachine. For now it remains more limited than UpgradesGUI in certain ways. This plugin works in the VAB or SPH and adds a button to the right-click menu on any parts with upgrades to expand their applications and allow for implementing upgrades as alternatives which can be chosen at any time, regardless of newer ones being unlocked in the Tech Tree. DISCLAIMER: A lot needs to be improved before it gets even close to completed. This plugin was tested on Engines and RCS where, with the aid of the MM patches, it worked both in Editor and Flight, but there are almost certainly bugs. Download Upgrade Editor 0.3.4 (includes source code): https://drive.google.com/open?id=1Cm5WA73G3IEONZ-JjEXQC0ULmpUA3Og1 Older versions: https://drive.google.com/open?id=1Zlj9p-RIceb1yP-43V-8SjG_30FIP_fk DEPENDENCIES: ModuleManager (bundled version may become temporarily outdated in the future) License: GNU General Public License(GPL) 3.0 except for: RDColoredUpgradeIcon.cs from UpgradesGUI continues with its Unlicense. Upgrade Editor Upgrade Editor was created to make the part/module upgrades feature introduced in 1.2 about as flexible as RealFuels engine and RCS upgrades: configurable per part. Note that the plugin doesn't add any upgrades. If you want to have them in your game you need to download other mods that implement the upgrade feature. It also highlights part upgrades in the the nodes part list with a pale green background to better differentiate them from parts. How to Use: If you really want to browse every upgrade, even max diameter changes for procedural parts, delete UpgradesToIgnore.cfg While designing a vessel in the VAB/SPH, add a part for it which has unlocked upgrades. After placing the part in the editor, click on "Upgrade Editor" in the Part's right-click menu. "Toggle All" will either disable or enable all upgrades at once. "Always Enable" ignores custom settings. When you're finished with a part, just close the Upgrade Editor by clicking on "Close". Check its "Show Upgraded Stats". After that, any part featuring the same upgrades that is added to the craft will inherit such settings as well. To reset settings, use the reset & close button in the menu, which will enable again all upgrades before closing the UI. Suggested mods with upgrades: Sufficiently Realistic Progression Zero - this was created to support it and is bundled together with it(not necessarily the latest version). SSTULabs - upgrades that come with SSTU aren't of the type that would be significantly improved by the features of the Upgrade Editor(yet), but I'm recommending it anyway. Bluedog Design Bureau - might not really have two upgrades that can be considered tradeoffs, giving this editor a purpose for its parts, but it does have many upgrades. If you're interested in implementing part upgrades for yours, another mod's or Stock engines or RCS as alternatives where the capabilities of this Add-On would be very useful, PM me and I'll include your mod in the list. If you want to bundle this plugin with your mod because it would be useful for it, you don't need to ask for permission. Just keep its license and readme in your bundle, and if you want to remove its source code from it, add a link to this thread or to its download link with source included in its readme should it not have either one yet by then. A few examples of potential uses: An engine or RCS that can be switched between MonoPropellant and LF/Ox. Could be added to any Stock part through ModuleManager. Several upgrades for engines or RCS placed in the same tech tree's node with different tradeoffs between thrust, specific impulse and cost. Known Issues and Limitations: This plugin was not tested for every imaginable situation where it could be of use. Bugs may exist. There is no in-game interface to edit the ignore list of upgrades yet. Terrible support for part symmetry. First this won't apply automatically to all symmetrical counterparts of the selected part yet. Then there are bugs: if you open the Upgrade Editor Menu in a part, change its upgrade settings then alter its symmetry, argument out of range exception spam will happen and the Upgrade Editor button may disappear in all affected parts. Doesn't happen when picking a new part for symmetry from the left part menu, which inherits upgrade settings from latest edited similar with Upgrade Editor, and can also be avoided by saving and reloading the vessel after using the Upgrade Editor Menu to only then apply symmetry. Changelog: Version 0.3.4 Fixed crippling bug with RCS part upgrades by disabling the OnAwake() command for ModuleRCS and RCSFX. Now works correctly instead of having no RCS thrust at all. Fixed major bug where the first part with modified upgrade settings in a vessel loaded in VAB/SPH didn't have its upgrades properly applied. Fixed lack of reset to original Part Stats modified by PartStatsUpgradeModule upon disabling relevant upgrades. Fixed occasional bug where an Engine or RCS with upgrades that did not change propellant type would not have such reverted back during the load of a craft file if upgrades that changed such settings were disabled, depending on the quantity and position of the involved parts in a saved craft. Toggle All Upgrades now is set to false by default, which makes any part picked from the left menu in the Editor inherit the same settings last applied to a similar part through the Upgrade Editor. Version 0.3.3 Added capability of loading original part configs without upgrades and removed no longer necessary ModuleManager workaround patches. Added an Ignore List so upgrades that are utterly pointless to disable like diameter increases for procedural parts won't show up. Version 0.3.2.5 Added full persistence for upgrade settings. Saved crafts now store which upgrades should not be enabled for every part in them. Version 0.3.2 First test release, inheriting only the R&D tech tree highlight from UpgradesGUI and relying on wholly new code for everything else. Special Thanks: To @Gotmachine for doing UpgradesGUI, which inspired this project and served as reference for it. To @Shadowmage for unintentionally giving me a hint on how to achieve this when I was about to give up on this and mostly because I really like SSTU. To everyone who shared and/or created examples of PopupDialog uses , references without which I'd never succeed in creating this.
  21. CLOSED See release thread : Hi Kerbonauts around the world Ever wonder what all the antennas you put on your craft, because they look so cool, actually do ? How far can you go with them ? How many science you'll be able to send back when you get there ? It's easy ! Just multiply the power of your strongest antenna with the result of the division of the sum of all your antenna's power by the power of the strongest antenna raised by their average weighted combinability exponent. This will give you the antenna power of your spacecraft, now calculate the root square of this number multiplied by the DSN power, it will give you your maximum range. So simple. OR You could use Antenna Helper to do all that, and more, for you. Looking for translators : If you like to help translate Antenna Helper please send me a message, either here or on GitHub. Translation remaining : English : Done Japanese : Done. Thanks to @EBOSHI, @COLOT and @anarog_1 Simplified Chinese : @CN_Warren Russian : @AlexALX Spanish : Done. Thanks to @fitiales German* : ... Italian* : ... French* : @Li0n Brazilian Portuguese* : ... *those language should be added to KSP 1.4. Ok, but what does it do ? It will show you the antenna capability of your active vessel in flight, in the editor and of all vessels in the tracking station. In flight ? Only in the Map View (for now). Click the Antenna Helper icon on the app launcher : And you should see something close to that : Those color circles represent the maximum range between your vessel and its relay/DSN, it also indicate how much signal strength you get. While your ship is in the green circle its signal strength will be clamped between 100 and 75%, in the yellow circle between 75 and 50%, in the orange circle between 50 and 25%, in the red circle between 25 and 0%. And if you're outside the red circle you don't have any connection. Apart from the color circles, you'll see a small window next to Antenna Helper icon on the app launcher : The four button will show you your range, and signal strength, from different sources (relay or DSN). ACTIVE (by default) show your range for the active connection, which can be from a relay or DSN. DSN show the maximum range between your vessel and the DSN RELAY show the maximum range between your vessel and all the in-flight relay DSN and RELAY combine the two above, showing you all the possible connection, with their range You mentioned the editor ? Yep. That's nice to see "on live" where you can go with your space probe but it's even better to know before launch how far you can travel. In the VAB (or SPH) click the Antenna Helper icon on the app launcher : It brings this window : Lots of infos here, let's go through them from top to bottom : Selected type : which antennas are taking into account to compute the vessel antenna power. Direct (by default) will use all antennas, Relay will use only the antenna with relay capability. Current target : the range of your ship's antenna is determined by the antenna power of its target, which can be the DSN or a relay. By default the selected target is the DSN. You can change the target by clicking on Pick A Target. (more about it below) Status : a quick explanation about which antenna on your craft will actually be used in flight. Power : the antenna power of your vessel. Max Range : the maximum distance between your vessel and the target after which you'll lose the connection. Depend on the power of your vessel and the power of the target. Max Distance At 100% : the distance between your vessel and the target after which your signal strength will start to decay. Color bar : it works with the Max Distance At 100% and the Max Range distance. The number aligned with the black bars separating the colors indicate the distance at which the signal decay. Example from the pic above : between 2 050 205 945m and 51 662 800 363m, your signal strength will vary from 100% to 75%. So the target is important ? Of course, one antenna on its own don't do anything. It must be connected to another antenna, can't compute maximum range or signal strength with only one antenna. Two type of target : the DSN (Deep Space Network) : it's the (very) big antenna on Kerbin. It has three levels with different power, you upgrade from one to another by upgrading the Tracking Station. relay(s) : those are vessels you build yourself, two condition need to be meet : having at least one antenna with relay capability and setting the vessel type to "Relay". You can simulate all those connection directly from the editor : Click the Pick A Target button : From here you can select a different DSN level, your current level is in bold and is selected by default. For simulating against in-flight relay hit the In-Flight Ships button : In this window you should see one button per flying vessel with its name and its antenna relay power, important distinction, when your connection is going through a relay only the relay antenna of this relay will be used. Sound obvious but... So if your building a relay make sure your selected type, in the main window, is set to RELAY. Speaking of building relays, you may want to simulate the antenna range of a relay before you launch it. To do so you need to add your ship/relay to the Antenna Helper Editor Ship List. Just open your vessel in the editor and click on Add Ship to the Target List in the main window. After which you can click on Editor Ships in the Pick A Target window : It works the same way as the in-flight relay list, the number between parenthesis is still the antenna relay power. But what all those numbers really mean ? They are, mostly, just distance. At a solar system scale. So big distance, like space-travel distance (we're playing a space program game, are we not ?). Anyway, to help figuring out what does numbers represent you'll find this window, by clicking on Signal Strength / Distance in the main window : In it you'll see what signal strength to expect for a distance equal to the minimum and maximum distance between the home body (Kerbin), its moon(s) and all the others planet on the solar system. Keep in mind that those distance are approximate, specially for celestial body with an highly inclined orbit. You can check the distance used by hovering your mouse on the celestial body name. In the same window you can check the signal strength to expect at any given distance, write it in the input box at the bottom of the window and click the Math ! button. Still don't get a clear representation of what those space-travel distance mean ? Save your ship in the Antenna Helper Editor Ship List, click the Add Ship to the Target List button in the main window. Quit the editor and open up the Tracking Station. Tracking Station ? Yummy ! Yes it's good. Fire Antenna Helper : From there if you select a vessel in the Tracking Station list you'll see its range circles just like in flight. You can check the range for the active connection, the DSN connection and for all relay in flight by selecting it in the GUI. To check the range of a vessel saved in the Editor click the Editor Ship List button. Now you can see the range and the signal strength of your future vessel for the different connection type. The number between parenthesis is the total antenna power of your vessel, as opposed to the Ship List in the Editor that show the relay power. About the mod This is still a work in progress, you can use it safely, it won't break any thing in your game but the value may be off. If you find a bug or have any suggestion please post it on this thread or create an issue on GitHub. Know issues : the circle of the map view jitter at high time-wrap. Almost fixed. the orientation of the map view circle, relative to the camera, is, most of the time, sub-optimal. Fixed when orbiting the DSN's planet transparency of the circle are not good, specially when they overlap. in-flight, antennas of the active ship are all considered extended. in-flight math are done only once on loading. It need to be re-done when the ship stage, dock, etc... DSN and range modifier may not be correctly set when loading a new game (after an "exit to main menu") range modifier are off when using RSS, see this thread should be fixed by v0.13, waiting confirmation circles in the Tracking Station disappear when zoomed far away Tracking Station window should be clamped to the button. Not sure actually Future plans : showing the range circle in the tracking station. Done + show range circle for ship not already launched. Done Window with NUMBERS in flight. in the editor, a window showing a list of antenna with their characteristics. in the editor, add all the in-flight relay to the list of target. Done in the editor, add relay antennas (part) to the list of target. Done re-work the GUI, possibly with the new GUI system instead of on OnGUI. map view window should be clamped to the toolbar button. Done Have a way to simulate an antenna at an arbitrary location, see this post show the occlusion of signal on the circle, see this post + move the dsn circle to the antenna position, see this post show the possible connection range along the relay orbit, see this post Credits The idea for an in-game calculator is from this thread by @Tyko. Thanks to @Poodmund for his google docs's calculator, and for the help he provide to this mod, and for writing the CommNet section of the KSP wiki. Thanks to @Skalou for his help with the math Antenna Helper icon/logo made by myself with assets from FlatIcon by Freepik. Download Antenna Helper from GitHub. You NEED Toolbar Controller too (v0.1.4.7 or higher) SpaceDock and CKAN will come once it reach a more mature state. Last version for KSP 1.2.2 / 1.3.0 Source are on Github. License is MIT. Please share your thought, suggestion, bug(s) report, 2 (or more) cents, etc... And enjoy building your craft with the exact number of antennas needed
  22. About INSTANTIATOR is the plugin that allows you to place primitives and billboards around the celestial bodies and do a lot of manipulations with them. How to use it? 1. Drop everything from the .zip file to your GameData folder 2. Open the file "Object.cfg" in any text editor (Notepad++ for example) This file contains the list of the objects and its parameters. The object config node looks like this: SCALED_OBJECT { name = ExampleSphere type = sphere scale = 12000, 12000, 12000 shader = Unlit/Transparent main_tex = /example_tex rotation = 0, 0, 0 bodyName = Kerbin invertNormals = false } Let's break it down! name - the name of GameObject type - for now there's 3 object types - "cube", "sphere" and "billboard". NOTE: the objects of type billboard can be applied to the bodies that has the Sun template (or to The Sun itself) ONLY. scale - the scale of the GameObject (x,y,z) shader - You can use any shader that is present in Unity. main_tex - path to the texture rotation - the rotation of the GameObject (x,y,z) bodyName - the name of the parent body invertNormals - inverts the normals of the mesh DOWNLOAD: Compiled (An example is included) Source Planet packs that uses it: Gameslinx's Planet Pack by @Gameslinx Kargantua System Warning! It's the alpha version and it may contain a lot of glitches. If you find a one, please let me know. Planned features: -Edit all the material parameters -Load custom .mu files
  23. RELEASE 2.2.0 (alpha) Plugin is now compatible with KSP 1.2, but I haven't had time to thoroughly test. Therefore I've chosen not to push the release to SpaceDock/CKAN until it's confirmed this new version is fine (I would be very grateful for any help!). See new version link below. RoverScience is a KSP plugin that attempts to add more interactive functionality to the science system FOR rovers. You drive rovers to search for science spots which you may then decide to investigate and analyze for science gain. Rover Brain parts made by @akron Wonderful tutorial/showcase video by youtuber KottabosGames; thank you! There is one discrepancy, however: you do not get more science the farther away you are from the landing spot - you only generate science spots much quicker. What does give you more science (potentially) is scanning for science spots farther away from the rover (this is what the scan range is for): see here for the boost to science potential with distance from the rover. Steps are pretty simple: Quick Instructions [1] Build your rover and attach the appropriate Rover Brain and ensure it is pointing "forward". As long as it is pointing "forward" it can be placed anywhere on your rover. This forward orientation is not critical to the functioning of RoverScience, but it will provide you with a convenient "Control From Here" for driving the rover correctly forward. [2] Right-click on the Rover Brain in-flight and click "Activate Rover Terminal". [3] This console will update you with information regarding the Rover Brain. Drive and explore around to search for a science spot. [4] After driving for awhile, you may detect a potential science spot. This will be shown as a large red transparent sphere waypoint. Drive towards the waypoint to further investigate. [5] Drive into the marker and it will turn green. You may now analyze for science, but before you do consider the potential science. Every science spot analysis will increase future science loss; be wise with which spots you wish to analyze, and which to abandon. At any point you may click on "Reset Science Spot" to begin search for another spot. [6] This is the upgrade menu. "Current" shows you what value an upgrade currently has. "Next" will show you the value if you increase the level. "Cost" is how much you will spend in science to upgrade. "UP" is the button to upgrade. An explanation of each of the upgrades is given further below. All upgrades are permanent and work across all rovers! Click HERE for information on RoverScience Upgrades Notes: Firstly, RoverScience will not function unless the Rover Terminal is opened. This is done through the right-click menu of the Rover Brain part. RoverScience will only search for science spots if your vessel has at least one wheel, and that it is in contact with the ground. Upon landing, your rover will establish a landing spot. Driving farther away from where you originally landed will increase chances of finding a science spot. Science spots detected far away from the rover will have a bonus multiplier added to them. You are rewarded for exploring and reaching far destinations. Bear in mind that a 50% increase to 10 is only 15 -> carefully consider whether the potential (or the prediction) is worth it. Each analysis you commit to will slowly degrade a rover's return of science. For the first 2 analyses you'll get normal values, and anything past that will slowly degrade the amount of science you get back. Soak up those high potentials as much as possible! CTRL + R + S will open the RoverScience menu. DOWNLOAD FOR KSP 1.2.1 (or SpaceDock link) (or CKAN) This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin ___________________________________________ SpaceDock Link README Everything should be running fine, but if there any issues please post here or, even better, on the RoverScience GitHub. Known Issues: 1. Two rovers with Rover Brains that are within physics range will throw Null References and will break RoverScience. Much thanks to the community of KSP modders, who have been very patient, very kind and very helpful. This is my first major C# project and I'm still learning. The code may be messy in some places and I apologize. But nothing will ever describe my gratitude to those who helped - particularly malkuth, whose inbox I have no doubt spammed with questions. Rockstar04 for loyal testing for much of the development. And anyone else who I might have forgotten (sorry)! Some more thanks: - etmoonshade - udk_lethal_dose - akron for Rover Brain parts - modelling and texturing - Nat Sum for rock models! This is a wonderful community, and I thank you all once again. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
  24. Release - IFI Life Support. 10-2-2016 : Release VER 3,21 for 1.2 (on Curse of Github) (ModuleManager no longer required for this Mod) or Project Page on curse Source Code available at GitHub Released Under GPL3 License. Author : Stavell Bugs can be submitted in this thread or at GitHub. If plug-in seems not to be working right you can enable Debugging log entries via the right click menu on any pod (recommended to be left off unless you are experiencing problems.) Released Under GPL3 License. I know that there are a few Life support mods in development. They are too intense for my tastes. SO I designed my own. GOALS I have for my plug-in: Tracks life support use even when ships are not loaded into scene. Based on Realistic Life Support values on use and weight. based on information from Life Support Systems at wiki.org Low overhead and play-ability with KSP. Life support tracked and used on EVA. Use only one new resource to simulate O2-Food-CO2 Scrubbers and recyclers, and emergency power ( LS resource use figures in Waste recycling based on Tech tree advances) Currently the MOD is working with no game breaking bugs found yet. therealcrow999 - Thank you for contributing the nice Logo and Flag for Interstellar Flight Inc. Universal Storage - Has Created a wedge that holds Interstellar Flight Life Support Resource more info can be found here spiritplumber - Has created a Part cfg for using a greenhouse part for use with the system Can be found here Sandworm - Created Modmanager file for HGR Parts -Thread is here Akinesis - Created more tanks for use with the mod Thread is here maxrsp - Has made a video featuring IFILS, thank you. Video Here Current Working Features: Kerbal going on Eva takes Life Support from pod/vessel. Boarding a pod returns unused Life support to pod/vessel. Running out of Life Support can kill crew All pods have LS Resource and plug-in installed using Module Manager. 2 Custom parts a radial and a inline tank for Life-support resource storage. Universal Storage has created a wedge to hold Life-support giving you 3 options for extra LS storage. Plug-in Operation Info: Currently there are several Status LS system can be in: Pod Standby - No demand for LS and no resources consumed. Life Support tag for days / hours of LS remaining is hidden. Active - Demand for LS and resources consumed. Life Support tag for days / hours of LS remaining will read how long LS will last for whole vessel. Visor - Kerbal on EVA breathing outside air decreased Resource consumption. Life Support tag for days / hours of LS remaining will read how much LS remains once active again (fixing). Intake Air - Pod using air intakes to provide O2 to crew - decreased Resource consumption. Life Support tag for days / hours of LS remaining will read how much LS remains once active again. CAUTION - Less than 2 days pod or 1 hour EVA of LS remaining. Life Support tag for days / hours of LS remaining will read how long LS will last for whole vessel. Warning! - LS at 0. Kerbals will start dying if immediate action not taken. Life Support tag for days / hours of LS remaining will read 0. Each unit of Life-Support should provide 1 Kerbin Day (6 hours) of Life support for 1 Kerbal. In Career and Scince game modes this goes up and down based on Tech tree. Mod uses the time as set in settings menu so it will track 6 or 24 hour days depending on setting in main menu. Days remaining on RT click menu are accurate based on this setting. Only change in mod is that if not using kerbin time each Kerbal requires 4 units of LS per day. Screen Shots Crew Pod Life Support Eva Life Support: Parts for system
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