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  1. Wider Contracts App is obsolete, as it has been integrated into Contract Configurator. Description This mod takes the stock contracts app and super sizes it, increasing its width by 60% (and doubling its default height). Before After Download CKAN: In CKAN, Select and download the mod "Wider Contracts App" GitHub: Download here Source The full source is available on GitHub. Change Log FAQ Q: That's nice, but 60% isn't enough. A: Kerbal scientists are hard at work at an 80% bigger contracts app, but are running into issues as they start getting close to theoretical atomic contracts app limits. Q: No, really - I want it bigger. A: Have no fear! We plan on releasing different flavours of Contracts App resizing mods for all tastes. Look out for releases of Wider Contracts App 6.4x and Wider Contracts App 10x. It's entirely possible we're thinking of a different mod though. Q: Fine, just make it configurable. A: I'm considering it. Perhaps for Wider Contracts App Pro? Testimonials "Since deploying Wider Contracts App, I've seen a 50% increase in the number of mission commanders actually caring about their mission objectives. What's that? Oh, never mind... Jeb's on the roof again instead of on his way to Minmus..." Gene Kerman - Mission Controller "You did WHAT with the funds we gave you to upgrade the launch pad?!?" Mortimer Kerman - Finances Guy "Who are you? How did you get in here? Do you even work here? Wernher!! Help!!!" Linus Kerman - Intern "Kerbal is awesome!" * Elon Musk - CEO, SpaceX * It is assumed that Mr. Musk was referring directly to Wider Contracts App when he made this comment. License Wider Contracts App is licensed under CC-BY-NC-SA-4.0 Like what you see? Consider donating to the coffee fund! It will not go directly to supporting this or other mods under my care, but it may keep my motivation up!
  2. This code is for Solar Science, which as of now doesn't actually do science because it refuses to run the experiment. Instead of calling ModuleScienceExperiment, my parts call this instead. It functioned properly in at least .24 through at least 1.0, but now simply fails. Asked for help from #kspmodders IRC and all we determined is that "public new void" should work just fine. Also determined that public new void DeployExperiment() and public new void DeployAction(KSPActionParam p) weren't firing. //Make sure we're using all available stuff using System; using UnityEngine; namespace PraiseTheSun { //Inherit ModuleScienceExperiment stuff public class SolarExperiment : ModuleScienceExperiment{ // Check if you're around the Sun and height from the surface, and if false post the message public bool checkBody() { if (vessel.mainBody.name == "Sun" && vessel.mainBody.GetAltitude(vessel.CoM) <= 10000000000d) return true; ScreenMessages.PostScreenMessage("This experiment only operates closely around Kerbol (the Sun) !", 2, ScreenMessageStyle.UPPER_CENTER); return false; } // If deploying an Experiment, check the boolean and act accordingly public new void DeployExperiment() { if (checkBody()) base.DeployExperiment(); } // If doing an action, check the boolean and act accordingly public new void DeployAction(KSPActionParam p) { if (checkBody()) base.DeployAction(p); } } } Anybody have any ideas? SOLVED: Silly me, I forgot to use .NET 3.5. Still haven't understood why the previous script (which was built using 3.5) stopped working as it was the exact same code, however I'm not going to look a gift horse in the mouth. Thank you everybody!
  3. Title says it all, I even think there was such thing one time. It hides all parts that are not purchased in the R&D Building.
  4. I've been working on my Launch Escape System again. It's modeled after the one from the Apollo spacecraft. I have revised the nose-cone part to have animated canards. I created the part and animation in Blender and imported that to Unity. The animation simply rotates the two child objects around their two axes (I don't have any rigging in other words). Then I wrote a simple plugin to listen for the Abort action, and to deploy the canards (activate the animation) after 11 seconds. Everything so far is working the way I want: I abort, and 11 seconds later the canards pop out. What I am still really confused about is how to simulate the actual aerodynamics of the canards. In real life, when the canards deployed, they shifted the center of pressure of the escaping CM such that it became aft of the center of mass and thus the CM re-oriented so that it was pointed retrograde. I've tried fooling around with the drag cubes for the nosecone, vastly increasing the area and coefficient of drag of the "deployed" state of the part in the X dimension, hoping it would act like a big lollipop and catch enough of the airstream to cause the CM to flop around the Z axis, but that didn't seem to work. I've also tried dynamically adding a ModuleLiftingSurface to the part, but that didn't seem to work either. I don't ever see any lift when I turn on the aero overlays. If I had been smart enough to copy down the code I tried I would paste it here. But I wasn't that smart and now I don't remember where I copy-pasted that code from. My next guess is having some kind of control surface, which is, of course what a canard is. I just don't understand what I need to do next, or even if it is possible. Most of what I've seen in these forums is for control surfaces that respond to user input. I don't need that... I need something that either generates no lift, or else, once deployed, is locked into a specific orientation. Which to me is what a wing does. But like I say, I couldn't figure out how to make that work. Can anybody point me (and my CM...) in the right direction? Thanks!
  5. To elaborate : I'm writing a plugin that will read part.cfg to get a transform for a part's sub-object. There is part.FindModelTransform() but it relies on transform's name being unique. The plugin i'm writing will be released to be used by part creators and will read transform name from part.cfg, so i don't have control over what gets entered. What i want is to use part.transform.Find() that can use full path to named transform but so far i had no luck on my demo part. I tried to recursively build a path from transform to its parents by concatenating their names and it didn't work. I did find an older post about pretty much the same problem and it did show some clear examples but it didn't work for me. Here is example code i tried : Transform partTransform = part.FindModelTransform("gate_shield_root"); string transformPath = partTransform.name; while (partTransform.parent != null) { partTransform = partTransform.parent; transformPath = partTransform.name + "/" + transformPath; } Debug.Log ("path = " + transformPath); Debug.Log("find() = " + (transform.Find(transformPath) != null).ToString()); This printed out HX1AerodynamicGateShell/model/0000_MyParts/HX_1_Aerodynamic_Gate_Shell/model(Clone)/base/gate_shield_root and Find() failed on that one. In Unity, my model hierarchy looks like this (names are as seen in hierarchy view) : GameObject > base > gate_shield_root The only clue how a path should look like in the above mentioned post was this (extra spaces for clarity) model / Your_Game_Object_In_Unity / Root_Object_In_Model / Sub_Object / ... / Sub_Object_WIth_Needed_Transform
  6. Can anybody explain to me, how to copy a config node from one module to another. I'm creating an engine switching plugin, where I need to copy an effect node from my module into the engine module. MODULE { name = mymodule EFFECTS // <---- SOURCE --> { SOMEEFFECT { .... = .... .... = .... } } } Now copy that into the engine module, replacing the entire effect node in there PART { name = SOMEENGINE MODULE { name = moduleengineFX ... = ... (referencing some effects) } EFFECTS <-- TARGET --> { SOMEEFFECT { .... = .... .... = .... } } }
  7. I'm creating an engine switcher, and now I'm looking af switch the effects along with engine stats. Now I've run into en issue where the fx does not update properly from "OnLoad()" event. Basically what I do is Load settings from custom module Identify engine module to change Use ConfigNode to replace values regarding Fx in the engine Load the new values to the engine. I only have one update function, which is called by the OnLoad() event as well as by my switch button in the right click menu. However, when loading (or starting) a flight scene, the animation is just running with the animation from the original part. The issue seems to be triggered when the fx intended is different from the original one.... The behavior is not affected by deactivating the engine... (full code can be accessed here) I guess there is some trick to get the fx changes to take effect, but I just can't figure out what it is. Does anybody out there know what is needed?
  8. Does anybody know how to check if another plugin is installed? Let's say I have some functionality similar to TAC Fuel Balancer, but I think his is superior, or they interfere with each other. How would I detect that addon and disable my plugin?
  9. Hello dear reader. This is a thread for organizing and sharing in a single place the work I'm doing to revive, resurrect or maintain abandoned mods. Or anything in general, really. The general idea is to grab old, abandoned, orphan, incomplete or otherwise currently unused mods and give them new life in the current KSP version. I'm very open to suggestions and contributions. I do config file / Module Manager tweaking, and some of coding. I am absolutely terrible at 3D modelling and mediocre at best at texturing, so it is unlikely I'll do any of those. So, without further ado, below is the info on the already resurrected/tweaked/refreshed/updated mods: Current KSP version: [1.0.5] Sam Hall - Kerbonov Kn2 Status: Up to date - Original Thread Kerbonov Kn2 is a parts pack that adds a very nice cockpit with beautiful interiors, a mini jet engine, probe-sized RCS thrustes with monoprop in them, RATOs, a probe-sized decoupler, and some other goodies. Download: Changelog: 1.1: Engines now use ModuleEngineFX The decoupler now has the default KSP sound, because the bundled one wasn't working. All nodes have been checked so they comply to the new attachment rules. Thermal information has been added so things can now explode properly. All credit to Sam Hall Tweaking based on the excellent previous work of aristurtle: Forum post License: CC 3.0 Share Alike with attribution TurboNisu - Stockalike Parts For Useful Aesthetics Status: Up to date - Original Thread TurboNisu made this excellent parts pack that fills some gaps in the stock variety. Download: Changelog: 1.2: Revisited truss attachment nodes. Tweaked all masses. Added missing thermal info. Added License to the download 1.1: Fixed attachment nodes in all girder and truss pieces. Added thermal information Weaked weight for little truss pieces. All credit to TurboNisu Tweaking based on the excellent previous work of a__gun: Forum post License: CC Attribution-NonCommercial-ShareAlike 3.0 Unported pizzaoverhead - Battery Indicator Status: Up to date - Original Thread pizzaoverhead made this very neat little mod that lets you tell at a glance the status of the Z-100 Batteries. He wanted to add more stuff but hasn't touched it in a while so I did. Download: Changelog: 1.5: Added color for locked batteries, defaults to blue. Added a gradient mode for the light so it changes smoothly. Made colors configurable via config file. 1.6: Increased the gradient steps to 8, so the colors will step in the middle of each pair. Added color for full batteries, the default is white. Added a percentage between full and caution, called okPercentage, default is green. All credit to pizzaoverhead License: GPLv2 - Sources included in the download. -- This is my way of saying thank you both to this amazing comunity, and the mod devs who work for no other reason than making more fun available for everyone else.
  10. I'm looking for a way to evaluate if a specific technology have been researched, so that I can have som module behavior depend on that information. However, I just can figure out exactly how to do that. I've tried thing like the following. ResearchAndDevelopment.Instance.GetTechState("basicRocketry") But all I get is null ref errors. Does anybody know how to get that information? Maybe even a list of all researched tech?
  11. I'm trying to manipulate with AirIntakes, and I need to change the values in the module "ModuleResourceIntake". I have created a new module for IntakeSwitch which have my new values I wish to inject into the "ModuleResourceIntake". I think confignode is the way to go, but I just can't figure out, how the manipulate with specific value/nodes in a specific module. I've tried to outline the structure of a part and my new module. In GTI_IntakeSwitch under resourceNames I have the list of alternative resource I at runtime want to be able to inject into the module ModuleResourceIntake. Node structure PART { name = XXX MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = true ###other values### } MODULE { name = GTI_IntakeSwitch resourceNames = IntakeAir, IntakeAtm ###other target values### } RESOURCE { name = IntakeAir amount = 2 maxAmount = 2 } } I would really like to understand: How do I control which node i work in. Replace a node How to change a value in a node How to read a specific value How the get the changes to take effect So basically how the confignode construct works. I have searched around a lot, but it is just not coming to together for me. I have a node replacement working, but that kind of copy paste, and I don't undertand to inner working of it, otherwise I would guess I had figured this out by now.
  12. Non aerostat album parts: landing gear is stock and fans are from RoverDude's Exploration pack. WARNING – early WIP. Ever since I started playing KSP I've wanted to play with airships. I found Hooligans airships and had fun with those and then Procedural airships. While I really liked both of those mods I wanted to go in a bit different direction with this. I also wanted to learn how to make mods so.... Currently I have models for rigid aerostats (think Hindenburg) and non-rigid aerostats (think Goodyear blimp – technically semi rigid for the newest one). These consist of three centers and three end caps. Gondola parts include a cockpit that has some extra info display functionality for aerostats, a crew compartment and a gondola tail. Three hydrogen cylinders, one fin with a control surface, a probe core if you want the extra aerostat display info without the gondola and finally a tweakscale MM patch. I'm new to 3D modeling so the models are rather basic. Operation wise you have a lift cell and the lift cell contains a balloonet or a balloon within a balloon. The balloonet allows you to vary the lift gas volume so you can maintain a set altitude – the bigger the balloonet is inflated, the less room for lift gas, the lower the altitude you stabilize at . Gas cells (lift cells and balloonets) can rupture if subject to too much pressure. If a gas cell is ruptured it doesn't pop like a balloon but will start leaking gas. To prevent disaster the gas cells have an emergency relief valve that will vent gas at a set pressure and while it should prevent a rupture in most circumstances, it won't save you if you ascend too fast. To control the craft right click on envelopes to control each envelope individually: Cell Main/Cell Balloonet to select the part of the envelope to control - lift cell or balloonet. Step +/- to change the amount to change Lift +/- to change the selected (lift or balloonet) fill by amount. Dump to manually dump gas Or on a areostat controller (cockpit or probe core) part for info/control of all envelopes: Pressure Hold on/off to automatically try to keep pressure at 500 Pa Venting on/off to allow over pressure venting - also called ERV or Emergency Relief Valve. When you stabilize at your desired altitude turn pressure hold off. Working Lift calc's – parts will fly. Cells will randomly spring a leak if over pressure(1500 Pa for now) - probability increases with time over pressure and how far over pressure. Not working Under pressurized non rigid aerostats work just as well as when properly pressurized. To Do List Add hatches to the gondola parts (you can't EVA at this point). Add a GUI Move over burdened right click menu to GUI. Auto trim function. (or /- trim) Auto altitude function. Auto pressure function – for non-rigids. Graphical status for each lift cell. Add configuration window. Allow change of lift gasses – currently Hydrogen only. Add hot air, and heated gas options. Part scaling - needs to independently scale length and diameter so part count can be reduced. More envelopes, gondola parts, better models, better textures. Balance the pieces. Required mods: Community Resource Pack. Recommended mods: At this point I haven't played with this enough to be able to recommend any mods to go with this but AirPark looks very promising and KAS should be perfect for anchoring to towers or the ground. There is only one size of envelope so TweakScale (MM cfg included) is needed if you want bigger envelopes. Download And a final warning – progress is going to be slow. License CC BY-SA
  13. I'm working on a mod for engines. One basic function is supposed to be switching the propellant on an engine, like fuelswitch does for fueltanks. It is supposed to function as an alternative to the engine switch like on rapiers. I aim at integrating against tech level, and maybe inflight upgrading by EVA or something. Now, my current issue is, I cannot get the propellant switch to work. I can change the name of the propellant, but that does not change the propellant. A copy of the full C# module in it's current state can be obtained here. I think I need to change the ".id" of the propellant to get the game to recognise the change. If this is what I need to do, then I do not know how to obtain the resource ID's other than through the error logs in KSP. I've tried "PartResourceLibrary.GetDefinition(string)" but I get an error I simply cannot figure out how to fix. --> "An object reference is required for the non-static field, method, or property 'PartResourceLibrary.GetDefinition(string)'." I reality I would really like to be able to delete the old propellants and replace them by new ones. Can anyone help?
  14. Hi all ! After playing KSP for a while and using a couple of mods, i decided to try and create my own. I would like to create a Stuka-like-siren part, which make an increasingly higher sound depending of the speed, when activated. I don't want the sound to be played when my custom part is not attached to the vessel, and i don't want all parts to play the sound. I have a basic undersanding in object oriented programming, and i'm fairly new to c#. My problem is, i didn't find the way to get the vessel info "srfSpeed" (see: http://wiki.kerbalspaceprogram.com/wiki/API:Vessel#Fields). public class ModuleStukaSiren : PartModule { double vspeed = vessel.srfspeed; } I get this error : A field initializer cannot reference the nonstatic field, method, or property... As far as i know/understood, i can't set that class as static, and at this point i don't even know if i can access the class "vessel" through PartModule (whereas Documentation for the KSP API let me think i should), or even if the class "vessel" needs to be used. I spent the afternoon on c#, KSP API, KSP plugins related forums, without conclusive result. So, is it possible to access the vessel info through a plugin for a module i will attach on a specific part, and how ? Does someone have in mind some simple tutorial or mod source which can help or inspire me ? My apologies if that question is dumb and only c# related, and sorry for my bad english. Thanks Roiarg
  15. In-game kOs script editor (and maybe multi-purpose text editor!) BIG PROJECT CHANGES: This thing now focuses on being not only a text editor (for kOS and wathever you want), but a full emulated computer system which runs on its own bytecode! As of now nothing playable is done, this is, for now, a planning thread! Prototype: (Font is final, syntax and UI are not) Shows how nice the monospace font and a 4bit pallete work together Plans: - Nice editor with international keyboard support - File loader and/or kOS hook (you call edit and the editor pops up) - Syntax highlighting for .ks files - Auto-completion? - Auto-factoring (Placing the { } when you write ifs and stuff)? - ¿¿¿¡¡¡ Stand-alone display for kOS !!!??? { The drawing api seems nice, and allows for individual pixel setting which could allow epic-ui designs (Also, kOS needs some way to handle input) } Priority: - Getting a Unity Window to display a texture (in Window.cs) [0%] - Building a texture out of pixels [100%] - Building a pixel array out of a char array [100%] - Building a char array out of a string and scrolling [0%] Github: https://github.com/tatjam/KosEditor/tree/master/KosEditor Collaboration is welcome!
  16. Does anyone knows how to hide a part completely? I used category = -1 in the cfg file but it hides only from the main categories, but the part still visible in the advanced categories. How to hide it from there. with a plugin?
  17. Hello! I would like to create a small plugin that can add thing to a KIS inventory. I browsed the kis, and ose workshop's code and I find out that i can do this with the AddItem() method, but I can't make it working! Someone can help me?
  18. Have you ever said "I don't want to live on this planet anymore"? Now you can! We at Kerman & Kerman Orbit and SurfaceStructuresare proud to present you the all new product line for Kerbals who want nothing more than to live on another planet! This mod adds several new parts that are designed to be used in a planetery base for the Kerbals.This includes Habitats, Greenhouse, Laboratory, a Cupola derivative, Command-Center and others. It is designed to fit with the other stock parts and feel as "Kerbal" as possible. The mod has been released! Further development and discussion of this mod will be continued in the RELEASE THREAD
  19. I seem to be having a problem with KM Gimbal. Once I've loaded my mod up into KSP, the initial test works but once I load and test it again, it stops working. I think it may be my engine animation that is causing the problem, although it worked before but now it flat out doesn't work together.
  20. Is possible replace asteroid object with a ship with the same mass ? I like do something like extraplanetary launchpad but with the difference that it use asteroid mass and at the end it remove the asteroid for a ship built in VAB Every suggestion or help for code is welcome Regards Luca
  21. As mentioned in the main development thread, KPBS has grown big over the time and some users might not want to install a mod that is too heavy/big. So the result of this thread decides in what form the mod will be delivered when it is released! Happy Voting! Ps.: when none of the choices on the poll are the way you want it delivered feel free to suggest another way in a post! I just added the new question to the poll.
  22. I... like many of you, probably, have been dreaming of having all the features mechjeb provides... but without sacrificing all of my screen real estate to it. Eventually I want to build a dedicated cockpit... and that's going to require instruments and buttons, of course. So I've started hacking at a way to get all of that data out of the KSP window, and I'm getting rather close. To start with.. this is just a little project that is standing on the shoulders of GIANTS. Two giants in particular make this work and are required for it to function: Mechjeb does all the mechjebing.... and kRPC does all of the communication between KSP and my client and provides the python library it's built on. I'm just hanging tinsel and bows on the trees that Djungelorm and Sarbian grew from seeds. The interface looks like this at the moment: I've just about finished the kRPC extension to grab the data I need and push in the commands to the active vessel's mechjeb and it's working great,and a quick test of the orbital parameters only worked great and I've tried pulling data ridiculously fast to see if I could impact game performance and so far haven't managed to! So, in the next day or two I'll have the buttons and text boxes all connected and working. The graphical elements (the orbital visualizer, and I really would like to do a better graphical piece for the landing and docking visual guidance instead of the kludgy collection of scrollbars and sliders I've got at the moment) will take somewhat longer as I'm learning as I go and I haven't BEGUN to learn graphics in python... but I'm imagining it shouldn't be TOO awful... Seeing as how we're really talking about drawing a couple of ellipses and lines, and moving a few sprites around the screen? Famous last words right? If anyone wants to help with the graphical parts, I'd welcome it, but I'll get to it myself eventually! Future plans... other than making it all work - I'd like to add another page that has a big grid and a filter selector to give you part level control of your vessel. Hypothetically you could bring up every science experiment on board and give you an interface to run, reset and review them, or pull up all fuel tanks and let you manage resource transfers, or bring up your engines and let you disable, enable, and thrust limit them, or decouplers and docking ports, or parachutes... the ability to configure parts from what becomes your external IVA screen seems interesting to me. Anyway. I haven't realized EVERY button in Mechjeb... just the most frequently used ones. I'd LOVE it if people would pour over the screenshots and say "I didn't see a way to do this... and I wanna." So I don't miss something obvious and useful! For example, as I sat here typing this, I realized the 'node executor' section of every page needs 'next node time' and 'next node deltaV' fields. I'd much rather get the fine toothed comb comments NOW than when it's all put together and working and someone says "Yeah, but why didn't you..." and drops one of those 'should have been obvious but now requires redoing a week's work' bits of wisdom on me! Art
  23. New Development Thread Check out what we do and what we are creating Overview of all MMI Mods, thx to Stimpy! Watch & Subscribe! ------------------------------------------------------------------------------------ Team-members of MMI Dani-Sang - Creative Side (Concept, Modeling, Texturing & Animations + Founder of MMI) Kulesz - Plugin Developer Barie - Dedicated Tester / Balancer JohnnyD - Creative Side (Modeling & Texturing) We are not recruiting anymore ------------------------------------------------------------------------------------ --DOWNLOAD-- CURRENT VERSION: BETA 0.1 - 15th of August 2012 - Created by Dani-Sang & Kulesz Note: Always remove old Parts and Replace them with newest version!!! Required Plugins: MMI_Kethane(included with the file) - Sourcecode THX TO DDAVIS FOR THE WONDERFULL VIDEO!!! Kethane is a gas based on the idea of Methane, however within this game we are changing it and make it a universal gas. We are planning to do a lot of stuff with it. Such as making it a special fuel which works diffrent then Liquid, up to maybe terraforming planets? Who knows? In the next paragraphs I will tell you the process of finding Kethane and making it usefull for you. Kethane is in abundance at Ninmus and at the Mün and there is little at our home planet. Kethane is generated randomly for every user and with every restart of a persistence file. In order to track it down you would need atleast a "Controller" and a "Sensor". Like ISAMapsat you send out a satellite to the celestial object and start looking for pockets of Kethane. Ones you have found Kethane, you can send miners to the specific location to gather Kethane for personal use. Currently all Kethane pockets have a depth of 2m but that will change in the future ones we incorporate more miners. Sensor will also indicate the depth of each of those pockets. Kethane pockets will eventually dry out and you would need to move to a new pocket if you want to mine more. But what can you do with this Kethane? Currently Kethane can be pumped to other vessels for which then can convert their fuel into RCS or Liquid Fuel (with a Converter obviously). In the next patch we will have also a Engine that runs on Kethane. So go out, find a pocket, setup a remote mining base and refuel your rockets with the awesome power of Kethane. Kethane parts: Controller (the brains) - You need to use this part or other parts won't work. Medium Sensor Medium Converter Medium Pump Small Miner FuelTank External (for now they are empty) FuelTank 1m Regular (for now they are empty) Small Engine (not included in this version, upcomming version it will) RCS & Liquid Fueltank CANNOT be refueled when they are drained empty. We cannot fix issue, this is part of the game. RCS bar indicator does not update properly like the liquid fuel tank. To fix this you need to give a RCS thrust pulse and it will be updated. We cannot fix issue, this is part of the game. There can be a bug that something is not working properly, whether that be the pump, sensor, miner or anything else. Leave the vessel by going to the spacecenter and then go back to your vessel. Most of the time the issue will be fixed. (However this barely happens) If you restart/delete a persistence file, then also remove the drawn maps + deposits.dat (which you can find within PluginData/mmi_kethane/) or there is a chance that the mod won't work properly. If all above does not describe your problem or bug, then please a proper bug report so we can replicate it AND fix it. "invalid part configuration" happens when you don't have a Controller fitted OR have more then 1 of the following: Sensor & Converter. Don't have 2 controllers fitted at the same time, they will work against eachother. There is a bug where you have to redraw the maps, this is a bug that ISA mapsat has too and we are looking into solution. There is a possibility that the Kethane Scanner & ISAmapsat & Mechjeb are interfering with eachother and making the game unplayable. (This doesn't seem to be a issue of plugin but the game itself) ------------------------------------------------------------------------------------ --DOWNLOAD-- CURRENT VERSION: 1.01 - 19th of August - Created by JohnnyD No plugins required. http://www.youtube.com/watch?v=YC1FtN0dbY4&feature=youtu.be Payload Commentary Payload pack gives you the ability to create a wide variation of different payload fairings with the a small amount of parts. Pack Contains: 1m -> 2m Adapter 2m -> 2m Adapter 2 Side Fairings 3 Top Fairings Payload fairings don't seem to be able to have symitry option availible. We are looking into this issue 1.0 First Release 1.01 Symmetry bug release ------------------------------------------------------------------------------------ --DOWNLOAD-- CURRENT VERSION: 1.0 - 8th of August - Created by Dani-Sang Note: Always remove old Parts and Replace them with newest version!!! Required Plugins: PowerTech + MuMech Solarpanels & MuMech (MechJeb) Notice: Satellite Pack is not being build upon more and won't be updated for future versions. Most of it's models can be found back @ Kethane pack or external resources such as Kreuzung's energy plugin. This pack will remain downloadable but take in count that it will drop off the face of the earth ones new patches come in and making this pack obsolete. If solar panels don't work please check this post: http://kerbalspaceprogram.com/forum/showthread.php/13692-Mechanical-Mouse-Industries-Kethane-Payload-Packs-Released!!!?p=271183&viewfull=1#post271183 Whats in the Pack?: - External Fuel tanks: RCS, Liquid & Battery Energy - 3 Different Bare hulls - Solar Panels - Satellite Dish - Ion Engine - Satellite Command Module Since v1.0 - Landing Legs - Small Liquid Fuel Hull - RetroThrusters - If solar panels aren't working, You are forgetting the Powertech-Mumech adapter plugin. Direct Download link --> http://www./?99l9b9w291idg9g - "This part type isn't available in this version of KSP" ---> you forgot to download plugins. - In order too make the External Liquid Fuel Tank work is to put a fuel line on it and then to a hull. No solution available atm. I'ts how the game works. - For everyone that doesnt see the glow effects on the parts, try turning off fallback part shaders in the game settings menu(it needs a game restart to take effect) - Batteries "Die" when they are drained empty. No solution at this moment, its an issue of the plugin. Can't fix it. - Don't block the path of the landing engines or make other stuff intersect with it, you will make your vessel crash! ------------------------------------------------------------------------------------ License: Nobody is allowed to copy models in anyway or modify them for their own use. We will have a specific opensource thread (link above) about what you are able to use and what not. Plugin(s) have a different license based on GPL and can be found within the sourcecode of the plugin(s).
  24. Stewardship of the VOID has passed to Toadicus -- please visit the new thread or SpacePort page for current discussion and download links. Thanks!
  25. Since, I've been trying to launch satellites into space using SSTO spaceplanes, I've been frustrated with the lack of an animated cargo bay to hold the satellite in. As the adage goes, if you want something done, do it yourself, and so I present to the KSP community, an animated cargo bay: I have received permission from C7Studios to base my parts on his old Flight Pack for better stock part integration. Watch on YouTube to see the annotations - I wasn't comfortable narrating it by voice. SkyDrive Folder: https://skydrive.live.com/redir?resid=11CF26D6E58AF2E3!513 CodePlex Page for PartModule project: http://eeksppml.codeplex.com/ Contents (v 0.1) [table] [tr][td]Part name[/td][td]Description[/td][/tr] [tr][td]EE_Fuselage_Floor_Static[/td][td]A standard, non-animated cargo bay floor with two internal mounting points for 1m diameter parts[/td][/tr] [tr][td]EE_Fuselage_Roof_Bay[/td][td]An cargo bay roof with animated bay doors. Defaults to z to open/close, but can be changed via Part.cfg or a ship's .craft file[/td][/tr] [/table] [table] [tr][td]PartModule name[/td][td]Description[/td][/tr] [tr][td]ModuleAnimatedPart[/td][td]Module for invoking an animation in a PartTools created model on a key press. It will switch back and forth between playing the animation forwards and backwards. Fields string: animationName = {Animation Name} string: activationKey = {Unity.Input.GetKey() key name (http://docs.unity3d.com/Documentation/Manual/Input.html)} int: animationState = {Initial animation state: -2 for at the beginning, 2 at the end (to play animation backwards)} Example name = ModuleAnimatedPart animationName = RoofOpening activationKey = z animationState = -2 }MODULE {[/td][/tr] [/table] [table] [tr][td]Version[/td][td]Notes[/td][/tr] [tr][td]0.1[/td][td]Initial Release. Parts: Mk3 Fuselage-compatible Cargo Bay Floor, Static Mk3 Fuselage-compatible Cargo Bay Roof, Roof Bay Doors PartModules: ModuleAnimatedPart: Used to animate a part on a key press. Requires a PartTools model with an animation. [/td][/tr] [/table] Parts: [table] [tr][td]Go back through the current parts and think of shorter Titles, better descriptions and better categories[/td][td]In Planning[/td][/tr] [tr][td]Create a Mk3 Fuselage-compatible cargo bay floor with a ramp May need to drop if I can't work out how to detect collision with ground from a PartModule[/td][td]In Planning[/td][/tr] [tr][td]Create Mk3 Fuselage-compatible tail with a drop ramp May need to drop if I can't work out how to detect collision with ground from a PartModule[/td][td]In Planning[/td][/tr] [tr][td]Create Mk3 Fuselage-compatible tail with clamshell doors[/td][td]In Planning[/td][/tr] [/table] PartModules:[TABLE] [tr][td]Delete ModuleAnimatedPart and split its current functions into separate but more capable PartModules[/td][td]Pending[/td][/tr] [tr][td]Create replacement Animation PartModule which plays an animation from a list of animations based on additional data embedded in a KSPEvent. Also fires part-definable KSPEvents on animation start and completion.[/td][td]In Development[/td][/tr] [tr][td]Create a StackIcon PartModule which sets a part's stackicon properties from a list of states. State chosen from additional data embedded in a KSPEvent.[/td][td]In 0.2 Release of EE_KSPPML Module_EE_StackIcon is untested with symmetry groups & state changing[/td][/tr] [tr][td]Create a Controller PartModule which sets the buttons on a part's right-click menu. Each entry can have an associated keyboard mapping. Again, each entry will have a list of states which can be changed via KSPEvents[/td][td]In 0.3 Release of EE_KSPPML Module_EE_UserEvent lacks keyboard binding at this time[/td][/tr] [tr][td]Create a sound playing partmodule. It will have a list of available sounds to play, and is picked in a similar fashion to the animation PartModule.[/td][td]In Planning Module_EE_UserEvent lacks keyboard binding at this time[/td][/tr] [/table] Other[table] [tr][td]Create a CodePlex/SourceForge account and make a SVN/GIT repository.[/td][td]Done[/td][/tr] [tr][td]Create an icon for the plugin dll.[/td][td]In Planning[/td][/tr] [tr][td]Spice up this thread with logos and stuff.[/td][td]In Planning[/td][/tr] [tr][td]Make up a better name for my PartModule project and my series of parts. "Echo 8 ÉRÀ's KSP PartModule Library" (or EE_KSPPML) is a bit of a mouthful, and a tad boring.[/td][td]In Planning[/td][/tr] [/table] All assemblies and their source code is licensed under the Microsoft Reciprocal License (Ms-RL). The remainder of the work (aka the models, part.cfgs, etc.) is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
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