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  1. The system uses separate plugin to provide proper pulsar effects / accretion disk: Planned planetary system (uses Kopernicus) : Pegasys - a blue gas giant slowly evaporating due Osiris' radiation. Has 2 moons. Pegasys moons - WIP Ida - a tidally locked icy planet corroded by Osiris' radiation at one side. Orgol - a planet with deep red atmosphere and oceans of unknown black liquid. Krakus - a moon with very thin atmosphere and covered with large craters. Uira - a large green super-terra with mercury oceans and chlorine atmosphere. Has 3 moons. Uira moons - WIP. The download link will be provided when the plugin will be finished (for now its quite unstable). P.S. English is not my first language, sorry if I did any mistakes writing this post
  2. Ever wanted to use one of those cool looking dish antennas, but the engineer in you just wouldn't let you spend the extra power and weight? Well, now you can force yourself to use them! Designed as a drop-in replacement for ModuleDataTransmitter, AntennaRange handles range-finding, power scaling, and data scaling for antennas during science transmission. Its functionality varies with three tunables: nominalRange, maxPowerFactor, and maxDataFactor, set in .cfg files. In general, the antennae are tuned as follows: Communotron 16 - Suitable up to Kerbalsynchronous Orbit Comms DTS-M1 - Suitable throughout the Kerbin subsystem Communotron 88-88 - Suitable throughout the Kerbol system. What It Does AntennaRange specifies a nominal range at which the antennas work exactly as prescribed in Squad's .cfg files. Below that range, the data packet size increases up to a maximum, effectively increasing bandwidth and decreasing power cost. Above that range, packet size stays floored at Squad's value, and packet power costs increase. When power cost gets too high, the antenna no longer functions. Both values scale with the square of the distance. Finally, transmitter scoring has been adjusted so that the science subsystems will prefer the cheapest antenna in terms of charge/data. AntennaRange also provides simple relaying support. That is, if your ship has a short range antenna, but is in range of a longer range antenna that can communicate back to Kerbin, it will do so. At this time, no attempt is being made to model electric use on the relay vessels; this mechanic is intended to feel rewarding for those interested in putting together a relay system (say, a flat dish antenna in orbit of Minmus so your probes can just use whips, or a big dish in high Jool orbit with a few flat dishes in low orbits, so once again your probes can use whips). Because of the limited number of antenna parts and because this mechanic is intended to be optional, range is not additive: if you want to use a whip from far away, you need a bigger antenna within whip range. AntennaRange has a small handful of optional features to enhance gameplay: a line of sight requirement, a probe connection requirement, and a "fixed power cost" requirement. As its name implies, the line of sight requirement requires that antennas must have an unobstructed line of effect from their origin to their target, whether that's Kerbin or another relay. Only a planet or a moon can block line of sight at this time. The probe connection requirement will disable control of unmanned craft whenever no connection can be made from the active craft to Kerbin. Finally, the fixed power cost makes the "long range" penalty mirror the "short range" benefit -- slowing down data transmission instead of increasing power cost. This makes it simpler to design probes that will remain controllable while transmitting, at the cost of using up more of your time to do it. What It Does Not Do AntennaRange does not pretend to be any sort of "realistic" communication system. If you're looking for that sort of thing, look in to RemoteTech or kOS or something similar. Don't Forget If you have craft outside of Kerbalsynchronous orbit with nothing but the whip antenna, they will be unable to transmit data until they get closer. Beware when installing this mod with an active career! Documentation There is a wiki at GitHub that describes the various options and offers some technical documentation for patch authors. [wiki] Compatibility Patches Users are welcome and encouraged to submit patches for use with other antenna mods! The official place to keep track of ModuleManager patches is at the wiki: [compatibility patches] DOWNLOADS SpaceDock: [zip] Not SpaceDock: [zip] [tar.gz] [tar.xz] CHARITY: Do you like what you see here so much that you can't imagine downloading it without first parting with your hard-earned money? If so, this specially-crafted PayPal donation button will help you to take the currency of your choice and make it my money instead of your money. More seriously though: donations are 100% optional and entirely at your own discretion. If you do choose to donate, I'll appreciate it! INSTALL: 1. Unpack archive into /path/to/KSP_folder/. 2. ??? 3. Profit! USAGE: * Add Squad's antennae to your ships as normal. Just make sure you use the right one(s) for the job! CHANGELOG: LICENSE: OP screenshots provided by ObsessedWithKSP; used by permission.
  3. I've run into something I just can't get my head around. I created a custom event and wanted to have my parts module listen for it, but I got some errors because it was "listening" for the event 3 times. On investigation, I found that the OnLoad(), OnStart() and OnStartFinished() methods was called exactly 3 times on startup of scene for my module. Now I can find anywhere where I do anything more that use those methods once. Therefore my question is. Have anybody seen this behaviour before? Are anybody aware why this could happen. Normally it does not mess up my plugin is it is executed more than once, but in this case it is important that it is only done once! An observation I had was, that even if I introduce a bool, which I switch on first execution, the next one does not recognize that, and reports it to the log as false still - it's like it is a new instance, but why..... I've gone through my save file to see if my module was there more than once on my vessel, but I could only identify the one. I'm testing on the simplest craft I can think of. Command module, fuel tank, engine. My module is in the engine part. So again, have anybody observed anything like this? I'm definitely still working on the assumption that the error is mine, but I'm trying to gather information. EDIT: LOL....... Just notice, I had another craft at my space center on the runway, and it had two engines...... Nevermind!
  4. This is an update to an older addon I made some time ago to fix a small but annoying problem, especially if you like to take screenshots of your accomplishments. For some reason those darned flags like to come out at just the wrong angle. With this addon, you'll be able to spin your flag around on its pole while in EVA to face whichever way you'd like. Changes are persistent. Applies to all flags. Angle and button names adjustable in the config. Download Source License: MIT
  5. Does KSP have an event for when the throttle changes, that I can call in my plugin? If not, what are the alternatives - how can I do calculations when the player changes the throttle in flight? ----------------------------------------------------------------------------------------------------- Answer: No KSP does not have an event for throttle yet. But I have created one, which will be part of my next release of GTIndustries mod.
  6. 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.
  7. Welp, first time posting on this site as far as I can remember. I basically have a very simple (Though probably not at all simple to make) request for an idea I thought of while watching "Super Colonization" by Toxic Timewaster. Long story short, He said something along the lines of it taking 10 units of ore per 1 unit of karborundom to run his engines. Basically the request is this; There are mods to change the type of fuel in a fuel tank, and there are mods that let you make specific sized fuel tanks but as far as I'm aware, there is no mod for being able to put in some numbers to specifically fill a tank. What I want is a multi-fuel tank (Lets use 110 units as an example) to be able to customize its exact values, like if you set it 10 to 1, it's be able to fill automatically 100 units of ore and 10 units of Karborundom.
  8. This thread is now closed, the new one is here 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 At the beginning it was a very simple plugin that turn on the light of any part currently occupied by a Kerbal. It works when you jump to an unlighted ship and when you transfer a Kerbal to an unlighted pod / passenger cabin / laboratory. Now, I like to see it as an automatic light manager, lights are divided in three group with different behavior : Light in crew part, they are automatically toggled when a Kerbal enter/leave the part Light in the Light Action Group, they behave as usual, lighted by clicking the tiny green button or hitting the Light shortcut Others lights*, and lights on kerbal's helmet, will turn on when the sun falls and off when it rises**. And when reaching 20m below the surface**. For a better experience it also remove the crewable part from the Light action group. So you can turn on the headlight of your rover without your crew cabin going dark. ** Last function : when approaching a vessel its lights will blink, sending you a welcoming message after years of space travel in the dark immensity of space. ** And as a bonus : Kerbals on EVA can toggle light for every part, except crew-able one. It should work with every light from every mod but if you find one that don't please report it to me and I'll do what I can to make it work. * : By default all light belongs to the Light Action Group, if you want them to respond to the sun rise/fall you need to remove them manually during construction or with Action Group Extended in flight ** : Can be disabled/tweaked, more on that below : Configuration file : Located in "GameData/CrewLight/PluginData/Settings.cfg", the game has to run once for the file to be created. Contains the following settings : A great thanks to @Malah for his "Quick Mods" (good code to look at for getting started), all the maintainer of the KSP API and all the modders around here I follow for some time now. And to @Nereid and @Crzyrndm for answering my noob's questions Download from SpaceDock or GitHub This mod bundle a .version file which can be use to check if a new version is available if the mod KSP-AVC is installed. Change Log : Source code (also include in the archive at SpaceDock) License (MIT) :
  9. I created a MultiModeConverter module, which enables switching converter setup instead of having multiple converters or multiple converter module in a single converter that can run simultaneously. Now I've run into an issue. The module seems to work just fine most of the time, but I ran into an issue when the converter has the "ModuleAnimationGroup". I cloned and modified the Karbonite "KA-2500 Particle Collector", which has this animation, and each time it is activated, it automatically activates all converters at the same time.... MODULE { name = ModuleAnimationGroup deployAnimationName = Deploy activeAnimationName = moduleType = Collector } So my questions are. How do I in my plugin disable the behavior of "activating all the converters" when deploying the part - if this is at all possible.... alternatively how do I detect if the animation is finished, then I can invoke my oversteering after that, and regain control. alternatively how do I detect how long the animation takes (which seem to be the basis of invoking this change), then I can invoke my oversteering after that, and regain control. alternative 2+3 are not optimal, but acceptable. Maybe there is an alternative I haven't considered yet? Currently I have hardcoded my plugin to update 2 sec after the module is activate (hence after animation finishes), it works, but is not pretty.
  10. Function MusicMute is an addon that lets you mute and unmute KSP's music, using a user-configurable hotkey. Download GitHub Usage By default, you can mute music in-game at any time by pressing F8. This key can be configured by editing the Settings.cfg file found in GameData\MusicMute\Config. You can change the toggle key, as well as configure a modifier key that has to be pressed at the same time, like LeftAlt, LeftControl or whatever you want. For the full list of keys you can use, see Unity Script Reference. You can now also choose wether you want to start the game with muted music or not. Set the value of the startMuted key to either true or false to use feature. Installation You can easily install this addon by unzipping the contents of the supplied GameData folder into the GameData folder that is inside your KSP installation directory. This is usually "C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData". Source code You'll find the source code of this addon in the "Source" folder. I hope someone in this universe, other than me, will find this useful. By the way, I really hate all this licensing stuff. Oh, and I'm open to criticism and all that good stuff. This is my first add-on for KSP, so please be gentle. Actually I don't think I have to ask, since you are all such nice people around here What are you still doing here! Go play KSP!
  11. 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
  12. Kerbal Konstructs provides editing tools for adding static objects into KSP, including new launch sites. It also presents a means to select an alternative site to launch from in the VAB and SPH, integration of new launch sites into a strategy feature in Career Mode, 'working' facilities such as fuel tanks and support for air-racing. DOWNLOAD from Alpha Strike Games | DOWNLOAD from SpaceDock Like the mod and want to contribute to the author's caffeine addiction? Kerbal Konstructs should be installed to your GameData folder retaining the exact file hierarchy as it is in the zip. Do not arbitarily re-structure the file hierarchy. Do not change the folders around. If you don't know how to manage files on your computer, you should learn. It's far less difficult to learn than rocket science. Kerbal Konstructs doesn't really do much if you don't have some actual static content. Try this stuff. Open and close the selector with the KK icon in the appbar of the VAB and SPH. See the next post for a guide to using Kerbal Konstruct's in-game editor tools. Base Boss in the Tracking Station and Map View displays information about a selected base (click on the base's icon). In career mode, you can open and close bases in the Base Boss in the tracking station or map view. Base Boss in the flight scene includes a simple 'Nav Guidance System (NGS)'. This indicates the selected target base, distance to the target base and whether you are closing towards or heading away from the target base. When closing the central indicator turns green and the turn markers go out. When heading away, the central indicator turns red and the turn markers come on. You can set the target base for the NGS in the flight scene Base Boss (click the NGS button)... ...or alternatively in the map view (the one available in the flight scene by pressing M) by clicking on a base's icon. In the flight scene, when landed at a base, open the KK Base Boss app by clicking the button in the toolbar. Assuming the base is open, any facilities at the base are listed here. Click the facility you want to use, in this case the Rocket Fuel Tanks. The Facility Manager opens. Note that in this example the currently active vessel is in range of the fuel tanks in order to transfer fuel to and from them. If the vessel isn't in range, you'll be notified here. You can still order fuel, however. The required range is 100m for a fuel transfer. This can be changed in Kerbal Konstructs' settings file if you want. Different fuel tanks store different types of fuel and have different capacities. You can order more fuel. Use the + and - buttons to change the amount you want to buy. You can't enter the amount in the text box, sorry. You can use the Transfer Rate buttons to change how much the + and - buttons increment or decrement your order. Or hit Max to order the tank to be filled to capacity. This is how many funds your order will cost. Any order placed will be immediately filled (pun intended) when you hit the Buy button. No confirmation necessary. No waiting. After buying or if you change your mind, click Done. There's no backsies - this will not revert an order. This is the active vessel. This is its fuel tanks. Name, type of fuel, amount of fuel in it. To select a tank to transfer fuel to or from, hit Select. Currently only one tank can be selected at a time. I hope to improve that. Select the rate you want the transfer to happen. x1 is slow. x10 is ten times faster than that. Now click In or Out to transfer fuel into the fuel tanks or out to the active vessel's tank. Click Stop to stop the transfer. If you want to air race you need some tracks configured to use the racing feature. Try KerbinSide Air-Race. KerbinSide Air-Race currently has three tracks: KSCRace near KSC (easyish track), Dundards near Dundard's Edge (really very tricky track) and The Krags, near Black Krags (tricky track). To run a race, open Base Boss in flight and click the button 'I want to race!' The Base Boss will close and the race app will open. It'll tell you the distance to the nearest start line. Cross that start line to start the race. A Guide To Editing And Making Bases With KK How to Export Custom Base Packs Setting Up a Static Launchsite's Spawn Point In Unity Creating a Configuration File For a Static I Make Statics. How Do I Make My Fuel Tanks, erm, Tank? How to Configure a Launchsite Model's Width and Length How To Configure A Launchsite With LaunchRefund and Recovery Ratings How To Make a Race Track How To Use Kerbal Konstructs Contract Configurator Extensions (KKCCExt) When Making Contracts How To Setup Landing Guidance at a Base Launch sites don't always automatically clear before launch. The camera can be pretty shaky and wonky when working with statics. No official support of launchsites off of Kerbin. You can make them but be prepared for issues due to limitations in KSP that we've not figured out how to work-around. If you try editing statics a long ways away from the active vessel, the terrain won't be rendered properly. If you don't know how to use a feature (like the NGS) RTFM (or rather the Features section of this post) or post in this thread and someone who does know will probably tell you. Having a problem you think is Kerbal Konstructs doing something wonky, wrong or unexpected? Here's what you need to do: Try to reproduce the issue. If you can't then move on. KSP had wind. If that didn't help, are you using the 64 bit version of KSP for Windows? If you are, see if you can reproduce the problem in 32 bit. If you can't, KSP 64 bit didn't work properly. Make sure if you report the bug, you tell me that. If you can reproduce the problem and want to post for help, you're now more likely to get help from me if you're specific about the issue and report the bug along with the following: Version of KSP. 64 bit or 32 bit. Platform. Path of KSP install. A KSP.log from the root of that install after reproducing the issue, returning to KSC and exiting the game. Version of Kerbal Konstructs. Path of Kerbal Konstructs install. A list of other mods you have installed. A screenshot of the problem happening, if you think it might help. The base icons are white squares. The KK toolbar icons are just white. The NGS graphics are white. Kerbal Konstructs isn't installed properly. It has hard-coded pathing for finding the textures it needs. See the Installation section of the OP to find out how KK should be installed. This may also occur if you have a duplicate dll lurking in GameData. Make sure there's only one KerbalKonstructs.dll, and that it's in GameData/KerbalKonstructs medsouz - The First Forkmaster | AlphaAsh - The Current Forkmaster | Razchek - KerbTown Genius medsouz's fork of KerbTown on GitHub | AlphaAsh's fork of that on GitHub | Razchek's original KerbTown on GitHub
  13. I have a suggestion for a mod. I started messing around with the traits.cfg and began thinking about what traits and careers could have been like in KSP. While I do like the simplicity of what Squad put together in terms of professions and careers, I couldn't help but wish it could have been a little more in depth and fleshed out. For example, why do kerbals have one set of traits? Why not let them over lap a little? Why just give them skill stars, why not a promotion system? HERE is my proposal that I will definitely need help with because plugins are something I've never done.
  14. Maybe you can tell me if it is possible to realize my idea. - It would be possible to create a plugin that triggers the specific external parameter (eg temperature or air pressure) and then triggers an internal part animation (like 'ModuleAnimateGeneric'). In the principle is about a plugin with which one can drive generically applied ship-parts or ship itself to trigger a certain event: e.g. * Entry in atmosphere (duna or whatever alt: 3500) [external condition] -> run following event automatically: open ablator heat shield. [Internal part event "ModuleAnimateGeneric" ] @ attached part 'heatshild_xyz' * at temperature (altitude: 1200) [external condition] -> run the following event automatically: close windows doors. [Internal part event "ModuleAnimateGeneric" ] @ attached part 'ship_windows_heatshild_doors_xyz' -> * at temperature (altitude: 1200) [external condition] close doors am there a new project, would like to have something in the direction, unfortunately I'm not the coder. many thnx all in advance for answer. cheers Raendy
  15. Please see the continuation of this addon here. Ever wanted to open a shielded docking port in the editor, or start your ship with crossfeed disabled across your docking ports? Maybe adjust the ejection force of your decouplers, or open a solar panel? The poorly-named TweakableEverything exists to provide exactly such features. Shielded and lateral docking ports can be opened in the editor and fitted with other stackable parts. Decoupler ejection force can be tweaked, and solar panels can be opened in the editor. These options and more leverage the new Tweakables system for your fun and profit¹. Featured Tweakables: Docking Port Decouple Staging Toggle Docking Port Ejection Force Slider Docking Port "Magnet" Force Slider Docking Port "Magnet" Torque Slider Docking Port Re-engage Distance Slider Docking Port Shield Toggle EVA Thruster Pack Gimbal Range Slider Gimbal Reverse Control Toggle Intake Enable/Disable in Editor Parachute Deployment Time Factor Sliders Reaction Wheel Torque Sliders (Yaw, Pitch, Roll) SAS Autopilot Upgrade Slider (Career mode only) Solar Panel/Radiator Deployment Toggle Solar Panel/Radiator Sun Tracking Toggle Bonus Features: Docking port "Control from here" now available for use in action groups. Resource flow enable/disable/toggle now available for use in action groups. Gimbal "reverse control" available for use in action groups. TweakableEverything is so named not because it makes everything tweakable (that would be ludicrous), but because it is Everything that I have made Tweakable. But, since you might not want all of it, I have broken things out into separate libraries. If, for example, you don't want TweakableSolarPanels, just delete TweakableSolarPanels.dll and TweakableSolarPanels.cfg from your TweakableEverything folder. I won't be offended -- promise! COMPATIBILITY: The TweakableGimbals module is known to be generally incompatible with HoneyFox's TweakableGimbal, which provides a more advanced set of tweakables for gimballed engines. If you are interested in using HoneyFox's TweakableGimbal alongside TweakableEverything's other functionality, just remove or don't install TweakableGimbals.dll and TweakableGimbals.cfg from the archives below. DOWNLOADS: GitHub for 1.16-beta: [zip] SpaceDock: [zip] Not SpaceDock: [zip] [tar.gz] [tar.xz] CHARITY: Do you like what you see here so much that you can't imagine downloading it without first parting with your hard-earned money? If so, this specially-crafted PayPal donation button will help you to take the currency of your choice and make it my money instead of your money. More seriously though: donations are 100% optional and entirely at your own discretion. If you do choose to donate, I'll appreciate it! INSTALL: 1. Unpack archive into /path/to/KSP_folder/. 2. ??? 3. Profit¹! USAGE: * Add Squad's docking ports to your vessels and tweak to your heart's content. CHANGELOG: LICENSE:
  16. If you love at-a-glance information on your flight conditions, detailed information about your orbital dynamics or upcoming transfer maneuver, then VOID is a solution for you! Is it the solution for you? Give it a try and find out! I've long used VOID to fill the void (doh!) for detailed orbital, surface, and vessel information without adding any new functionality that other mods may focus on. As I find new data that I "need" for my missions, I've been slowly adding information to my own VOID displays and am honored to continue development following Iannic-ann-od's stellar release series. Many thanks Iannic-ann-od! As before, credit where it's due to code and/or calculations by cybutek, Younata, Adammada, Nivvydaskrl, mrenigma0, r4m0n, The_Duck, Cilph, and Innsewerants, used with permission and/or under license. This software uses VesselSimulator and Engineer.Extensions from Engineer Redux. Engineer Redux © 2013-2014 cybutek, Padishar, et al Used by permission. DOWNLOADS: GitHub for 1.1.0-beta: [zip] SpaceDock: [zip] Not SpaceDock: [zip] [tar.gz] [tar.xz] 1.0 BETA: [zip] [tar.gz] [tar.xz] CHARITY: Do you like what you see here so much that you can't imagine downloading it without first parting with your hard-earned money? If so, this specially-crafted PayPal donation button will help you to take the currency of your choice and make it my money instead of your money. More seriously though: donations are 100% optional and entirely at your own discretion. If you do choose to donate, I'll appreciate it! INSTALL: 1. Unpack archive into /path/to/KSP_folder/GameData. 2. ??? 3. Profit! USAGE: * Click the VOID icon, hopefully located somewhere near the middle-to-bottom left of your KSP screen. * Go to the "Misc" menu and "Change icon position" to move the icon to your liking. * Enable or disable other informational windows as you please! TODO: * Revisit transfer angle calculations. * Revisit pressure indication. * Revisit localization and find translators <insert trilingual, bilingual, American joke here>. * Revisit data logging. * Add HUD customization features. CHANGELOG: LICENSE:
  17. This is an update of this this old project. The Pappolo Flite Panel displays in the flight view in a Appolo DSKY style some useful informations only available in map or internal views such as : - Altitude from ground (known as Radar Altitude). - Coordinates on planets, N = Northing for longitude, E = Easting for latitude. - Apoapsis and Periapsis. This panel can be dragged en dropped anywhere, and can be unactivated by clicking on the "P" icon. Position of this icon can be modified by editing config.xml file found in PappoloPanel/Plugins/PluginData/PappoloPanel folder and by changing iconxpos & iconypos values. Dowload on Curse Unzip and install on GameData folder. Source code available soon on GitHub.
  18. I've been working on fuel jettison nozzle mod. For now, I've done fuel subtracting plugin but now, I can't find way to add effect. Sound seems to be easy to add with fxgroup. but how do i add smoke and fire? My part is not a engine so moduleenginefx seems not appropriate and using KSPADDON seems too complicated. I just wanna know how to add default effects. What I'm gonna make is a fuel jettison nozzle with long smoke trail, and fire trail when heated. using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace MyKSPProject { public class HelloKerbinMod : PartModule { FXGroup fx = new FXGroup("smoke"); [KSPField(guiActive = true, guiActiveEditor = true, guiName = "Status", isPersistant = true)] string status; [KSPField(guiActive = true, guiActiveEditor = false, guiFormat = "F1", guiName = "Fuel Amount", guiUnits = "L", isPersistant = true)] double fuel; [KSPField(guiActive = true, guiActiveEditor = true, guiFormat = "F1", guiName = "Nozzle Size", guiUnits = "cm^2", isPersistant = true)] public float nozzleSize; [KSPField(guiActive = true, guiActiveEditor = false, guiFormat = "F0", guiName = "Tanks found", isPersistant = true)] public int tanks; [KSPEvent(active = true, externalToEVAOnly = false, guiActive = true, guiActiveEditor = false, guiActiveUncommand = false, guiActiveUnfocused = false, name = "toggleNozzle", guiName = "Toggle Nozzle")] public void toggleNozzle() { part.enabled = !part.enabled; if (fuel == 0) { status = "TANK EMPTY"; } else { status = part.enabled ? "Opend" : "Closed"; } } public void consumeFuel() { foreach (Part p in vessel.parts) { foreach (PartResource r in p.Resources) { if (r.resourceName == "LiquidFuel" && r.amount > 0) { r.amount -= nozzleSize / tanks; fx.setActive(true); } if (r.amount < 0) { r.amount = 0; } } } } public override void OnLoad(ConfigNode node) { nozzleSize = float.Parse(node.GetValue("nozzleSize")); if (fuel == 0) { status = "TANK EMPTY"; } else { status = part.enabled ? "Opend" : "Closed"; } fx.name = "fx_smokeTrail_medium"; part.enabled = false; part.deactivate(); base.OnLoad(node); } public override void OnUpdate() { consumeFuel(); if (!status.Contains("TEMP") && part.temperature >= 1000) { status += " TEMP WARNING!!"; } base.OnUpdate(); } public void Update() { EstimateFuel(); } public void EstimateFuel() { double tmpfuel = 0; int tmptanks = 0; foreach (Part p in vessel.parts) { foreach (PartResource r in p.Resources) { if (r.resourceName == "LiquidFuel") { tmpfuel += r.amount; tmptanks++; } } } fuel = tmpfuel; tanks = tmptanks; if (fuel <= 0) { part.enabled = false; } } } } here's the code. and let me ask one more thing.. why status is not refreshed at first time in flight scene? status field is blank when its started and starts to display something after when i activate KSPEVENT.
  19. So I finally started playing with the kOS mod a couple of months ago, and started writing a comprehensive maneuver planning library for it. This hit a brick wall pretty quickly when I tried to implement an interplanetary transfer planner in it using a Kerboscript port of Alexmoon's Transfer Window Planner and encountered processing times of... about 15 minutes. Then I decided it was finally time to play with kRPC. Should be easy enough, I write Python professionally anyways. But then it occurred to me: I have a ton of existing kOS code that already works and I'd spend some time just rewriting it. kOS has some advantages over kRPC when it comes to craft control -- namely latency. I've started writing my first-ever KSP plugin to try to implement a bridge between the two. The timing couldn't be better either -- I discovered that kOS's external API support is so new, it's not even in a released version of kOS yet. So I've compiled that build of kOS myself from source (which hopefully won't be a requirement by the time I release, I hear kOS 1.0.0 is right around the corner). Note: The below developer build will NOT work without (not-yet-released) kOS 1.0.0. It should work with the latest release candidate in the kOS thread. Now includes client libraries (with thanks to @djungelorm for assistance) A beta build is available at https://github.com/dewiniaid/ksp-kipc/releases/ API documentation for this release can be located at https://github.com/dewiniaid/ksp-kipc/blob/v0.2.0-beta/doc/index.md Licensed GPLv3. Old history is spoilered below.
  20. 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
  21. I haven't had the time or patience to write this myself, but I think ot would help with submarines and underwater cargo etc. to turn off buoyancy within a drag cube. I had an idea for a submersible aircraft carrier and thought it would be cool to be able to have kerbals be able to walk around within the bay while submerged, and also prevent parts (reads aircraft) from being floaty inside the cargo bay.
  22. 1.1.2 is last version of this plugin maintained by me. Since 1.1.3 was taken over by @Teilnehmer For future updates and new versions please visit * NEW * thread -- This small plugin contains tweakable temperature gauge. After recent changes made by Squad, I decided to create gauge intended to show temperature of closest to explosion part of the craft. Don't get me wrong, stock temperature overlay is good in testing phase but during real flights I'm much more interested with clear indication, when my contraption going to disintegrate. Installation Copy the GameData folder into KSP root directory Configuration Run KSP, setup gauge position by dragging it into desired place. Thermometer button in flight scene brings configuration options: Deactivation threshold - temperature index, below which gauge will hide (300 means 30% of maximum part's temperature) Activation threshold - temperature index, above which gauge will show Show temperature - shows actual temperature of measured part Highlight critical part - highlights measured part Gauge lock - locks gauge in place Force show gauge - makes temperature gauge visible all the time Deadly Reentry compatibility - sets DR compatibility mode (This option has been removed - plugin detects Deadly Reentry automatically) Use module exclusion list - enables tracking of case sensitive list of modules separated by commas (any part containing module from this list will be ignored by gauge) Remove toolbar button - removes toolbar button after next reload of flight scene (To bring back toolbar button You have to delete or manually edit config file) This plugin was tested with 64-bit KSP builds :). 1.1.2 version adds new parameter editable only in config.XML: "Base winID". In eventual case of window ID conflicts with other mods user can manually set new base number. Requires KSP restart to work. Current plugin version: 1.1.2 - (6 June 2016). > Download (form Spacedock) < >Source< currently dropbox only License: GNU GPL v3 Version history:
  23. I've got a KSPField that is available in the editor scene. It has some default values and it allow a player to change it via the slider in the right click menu. [KSPField(isPersistant = true, guiActiveEditor = false, guiName = "Surface Sample Capacity"), UI_FloatRange(minValue = 0, maxValue = 50, stepIncrement = 1)] public float maxSurfaceSampleCapacityRange = 0; I want to run a piece of code once a player has changed that figure via the slider. I saw there is a "onFieldChanged" event under the uiControlEditor of the field I'm looking at. How do I get that event to run my code? Callbacks confuse me at the moment, but I'm not sure it that is even what I should be looking at. Sorry in advance if it's a straightforward solution.
  24. Is there any reference code available (internet archive or otherwise) for the following processes? ScienceDataContainer or IScienceDataContainer How it currently works: When a Kerbal is on EVA and over the crew capsule hatch - the player is offered the option to press 'B' to board the crew capsule. This (i think) runs the same process as when you manually hit the KSPEvent button to 'Store Experiements' ie uses the method under the KSPEVENT: StoreDataExternalEvent I'm wanting to override the existing code with some extra conditions, but want to keep about 80% existing functionality, so I don't want to reinvent the whole process when it already exists. I also don't want to break what everyone else calls from other plugins. Anyone know of a way to new/override that method so I can get this to work?
  25. 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.
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