Search the Community

Showing results for tags 'coding'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


Location


Interests

Found 5 results

  1. Cheif Operations Director

    How does software "work"?

    A while back I asked a question on how to make your own code in this forum. After lengthy conversations I came to the conclusion that it was not wise to bother trying. Now I pose this question as follow up. When computers were first invented how exactly did they manage to code them. I ask this because when I asked the question of making your own code I was given answers that seemed that they all required a base code to work with in the first place. Then the question is raised assuming that this is the case, how was that code formed. I'm asking fundamentally how software works and went from a circuit into something you can code with using a screen.
  2. BlackWing Pilot

    Coding Language for Making Add-on

    Hey guys, I want to ask something. What kind a good coding language for making addons?
  3. I am glad to start this thread out with a project which will come to fruition in a little while. Yes, yet another planet pack. But, still such a thing is an accomplishment of dozens of hours of work, if not more. I want to share my progress so far. Here is the basic map of the planet Pick as of now I know. Looks very messy, but still for a newbie like myself, quite an accomplishment. This is supposedly a planet topography map, with black being the lowlands and white being the mountains and the higher the place, the lighter the color. I would love to have some insight into the dynamics of planet building. So far, I have had some help from @Gameslinx, thanks to him, and I believe I have the adequate programs as seen in the spoiler below. Talking about Discord, I am starting a new one for this topic. If anyone wants to jump in, thank you. Here's the link https://discord.gg/8D6JVuj, Thanks for looking into this topic. Please bring your newbie, in-progress planet packs to see how others are faring. Happy Explosions!
  4. Ok, so it has been about 20 years (almost - holy cow) since I last did anything that resembled coding - I could get my Gorillaz to throw a mean banana across the city skyline - and I'm hoping there are one or two fantastic people out there who'd be able to help me get a few parts to "work", at least visually. Essentially when I tell the craft to pitch up, the ailerons show a roll to the right. Pitch down they show a roll to the left (the craft does what it's told for the most part, but it looks awful). If I tell it to do a roll to the right, the ailerons show a pitch up. If I tell it to roll left, they pitch down. Thoughts? Is this something that can be edited in a config/patch - or the part's config file itself? Any insight would be greatly appreciated. Thanks a bunch.