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Found 133 results

  1. I am working on a plugin that requires a DLL (C), completely unrelated to Unity or KSP. With this, I need to call certain functions through PInvoke, so I have put this DLL in the same directory as my plugin. However, when KSP starts up, it tries to load this DLL as a plugin, which it is not, and prints this error into the log: System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid. at Mono.Cecil.PE.ImageReader.ReadOptionalHeaders (System.UInt16& subsystem, System.UInt16& dll_characteristics) [0x00000] in <filename unknown>:0 at Mono.Cecil.PE.ImageReader.ReadImage () [0x00000] in <filename unknown>:0 at Mono.Cecil.PE.ImageReader.ReadImageFrom (System.IO.Stream stream) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.IO.Stream stream, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName) [0x00000] in <filename unknown>:0 at AssemblyLoader.ScanForBadTypeRefs (System.String file) [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadExternalAssembly (System.String file) [0x00000] in <filename unknown>:0 How can I prevent this DLL from being loaded as a plugin? Thanks.
  2. 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.
  3. Textures Unlimited The Textures Unlimited addon brings the Unity 5 Standard shader functions to KSP along with a suite of utilities for loading shader and model asset bundles, and a host of shader and texture-related functions to support them. It does not add any new part or textures by itself, but is intended to be used and distributed by other mods who do not wish to develop their own plugin code or shaders. Features: Asset-Bundle Shader pack loading system Reflection Probe Manager - updates the reflection probes in a fashion that works in KSP, with quality and performance configuration available Reflective textures are fully supported through the PBR shaders Texture Replacement system - replace the textures on any .mu model, in a mesh-by-mesh fashion; complex material arrangements fully supported TextureSwitch module - includes a simple texture-switch module that can be added to parts through MM patches to facilitate in-game user-driven texture switching User-driven 'recoloring' system for parts. Define the pattern on the part through a mask texture, and let the user specify the color scheme. Legacy and PBR versions available. Requires special texture and shader setup. Asset-Bundle Model loading system -- supports loading of BlendShape/ShapKey models compiled as AssetBundles (and/or any other model). Supports loading of models using non-KSP shaders. List of included shaders; all are compatible with KSPs part-highlighting and thermal glow functions: SSTU/PBR/Metallic -- Unity 5 Standard-Metallic workflow, diff/met/nrm/ao/glow SSTU/PBR/MetallicTransparent - Same as above, but with transparency/opacity support. SSTU/PBR/StockMetallicSpecular -- uses stock Diff-spec(a) texture, with user-provided MET maps. Aimed at converting stock parts to PBR rendering. SSTU/PBR/Masked -- PBR-Metallic based 'recolorable' texture system SSTU/PBR/Solar - Subsurface-Scattering based back-lit solar panel shader. Uses a GLOW/thickness map to determine backlight effect, along with several tunable shader parameters. SSTU/Masked -- Legacy Diff/Spec based 'recolorable' texture system SSTU/SolarShader -- Legacy Diff/Spec solar-panel shader. Includes a GLOW map for a view-direction dependent back-lit effect. Scatterer / EVE / SVE fully supported. Any/all of these functions are optional. Use only the features that you want or need. Potential uses Mods wanting to use PBR textures and rendering for their parts Mods needing custom shaders for their parts Mods needing BlendShape/ShapeKey animated models PBR stock-conversion mods Downloads: The latest releases will always be available from: https://github.com/shadowmage45/TexturesUnlimited/releases Dependencies: Requires Module Manager (not yet included) Used in the following mods: (PM me to be added to the list, not required for use): Legal/Licensing Licensed under GPL 3.0 or later (https://github.com/shadowmage45/TexturesUnlimited/blob/master/LICENSE). Source for the plugin and shaders are provided online at: (https://github.com/shadowmage45/TexturesUnlimited) You are free to use and distribute this mod as long as the terms of the license are followed. Generally speaking this should place no restrictions if an unmodified copy is bundled in full and included in third party mod's releases. Modified copies are subject to further restrictions as are detailed in the license. Examples Examples of some of the capabilities of the shaders (all examples using parts from SSTU) PBR - Reflective and semi-reflective (reflections can range from mirror-sharp to dull based on texture setup) Masked/Recoloring (PBR and legacy versions, require special texture setups) Back-lit Solar Panel Shader + PBR shaders (+EVE + Scatterer) (solar panels still using legacy backlit shader) Reflection of surroundings; colored ambient light handling Technical Support All requests for support must be done through the GitHub issues page: https://github.com/shadowmage45/TexturesUnlimited/issues All issue tickets must be accompanied by a KSP.log file Known Issues DX9 Has cube-map blurring problems with PBR shaders, results in sharp lines in reflections even on non-reflective surfaces -- use DX11 or OpenGL Kerbals and other vessels are not visible in reflections. Momentary brightening of reflections when vessels are decoupled/undocked ModularFlightIntegrator apparently has problems with DX11 -- this means there will be problems with DX11 whenever FAR or Kopernicus are installed. This is not a problem with TU itself, so any solution will have to come from the other mods. Future Plans Documentation on shaders properties and texture setup Documentation on configs for shader and texture replacement and texture switch module Unity 5 Standard - Specular workflow support (more shader variants) More specific shader variants - only include NRM/GLOW/AO slots if needed - or - somehow support the SHADER_KEYWORD feature to switch variants at runtime depending on features used Support vessel reflections More comprehensive texture-replacement methods; skyboxes, kerbal suits, ksc buildings? Support EVA visor reflections/etc Credits / Contributors @Lilleman for his original work on using PBR shaders in KSP. While I didn't use any of his code directly, I did learn a few things from it. @HaArLiNsH for his updated/maintained TextureReplaceReplaced, which provided valuable insight into the rendering setup used by KSP @shaw for his work on TextureReplacer (legacy), and @rbray89 for his original work on the reflection code. @blackrack for including workarounds in Scatterer that allow for integration with TexturesUnlimited (by using the TR reflection camera naming scheme). @Electrocutor for his work on the Stock conversion patches, and for helping track down issues with the code/configs/shaders.
  4. Can anyone reply with example source on how to write a resource consumer code ? I need it in form of custom code that will both consume a resource under specific conditions and manage loading/saving to/from persistence and vessel cfg (i already know how to handle load/save, i just mentioned it so it may be known in advance what my code needs to do). And if resource generation is also not so much different from consumption code, an example for that too would be appreciated.
  5. Hello, Il would know if someone can help me so as to update KSI at the 13.1 version of KSP ? (Or explain me how can I do this). Thanks Oursshinigami
  6. Hello, and I'm currently writing a plugin, which enables 1-way animated engines, like the RL-10-B2 or the M-1. I want to know the animation state for "Deployed". Also, I would like the engine to not be able to activate if the animation is in progress, or if it hasn't started yet. Could someone please find the animation state for "Deployed"? Thanks, Bottle Rocketeer
  7. [1.3.x] OrbitFinder

    Who has never looked for a certain orbit, when wanting to install some stellites? Pausing the game -> going into the Internet searhcing ksp data -> looking for planetary body and then looking for a certain orbit or worse caluclate the orbit itself. OrbitFinder will provide a simple tool in flight and in trackingstation where you can search for an Orbit based on period or semimajoraxis. Options to change the distance measurement between kilometer and meter, timing can be set by minutes or hours. Download: Github Source: Github Changelog: Legal stuff:
  8. My animation plugin development has reached another phase : adding sound effect support to animations. More precisely, is sound fx really needed in KSP plugin ? Is absence of it a minor annoyance or game-immersion-breaking bug ? Note that my plugin is intended for animating various parts that are (at least for now) used as structural or aerodynamics parts (resource capacity/usage support may be added later, its on a backburner for now). Also note that due to nature of my plugin, i can't use normal EFFECTS node setup for audio.
  9. Hey guys, First time using forums so I'm sorry If I violate any rules. Basically I have an idea for a plugin that I'd like to see but I really don't know how to make it, I assume it's simple since its only a GUI. So should I just say the idea here and hope someone will make it or what? Help a fellow explorer Thanks in advance
  10. Hello. Please look at my plugin for KSP. It gives you ability to assign your own colors for part' icons on stages. Mode part colorizing: Simple mode: Screenshots: Source: https://github.com/HuXTUS/KSP-StageColorPlugin Compiled plugin (Windows) for download: https://github.com/HuXTUS/KSP-StageColorPlugin/releases License: MIT https://github.com/HuXTUS/KSP-StageColorPlugin/blob/master/LICENSE
  11. One last ditch effort. I can add and remove actions groups in runtime in my PartModule plugin, but they can't persist from editor to flight (probably also on vessel load/spawn), so i gave up on that front. To elaborate : i've tried with Action Groups Extended by @Diazo to have a look into mechanics of action groups in flight scene, and while i can add actions on the fly and use them, KSP "forgets" them from SPH/VAB to vessel launch. Next, i've discovered by "type - compile - run - duck and cover" testing i can add multiple [KSPAction("somename"]) above a single function and have fully working multiple actions that persist from editor to flight scenes ! What bugs me is that i can't find out WHICH KSPAction attribute fired the function, there is no apparent link to trace back to corresponding action. Sigh... Example: [KSPAction("action one")] [KSPAction("action two")] [KSPAction("action three")] public void DoSomething(KSPAction param) { // ...stuff.. note that received "param" has only [float] Cooldown, [KSPActionGroup] group and [KSPActiontype] type, no backtracking from this } If there is a way to determine a calling action, this could save some space and simplify code. As one can guess from the above, i really would like to save up on repeating the same blocks of code (i need a lot of them for my plugin). This is me more sharing this discovery rather than me following up on this, i'll take the usual one-attribute-one-function route until this is resolved either as a failure or a success.
  12. Fengist's Animator NOTICE: This is a plugin designed for modders. NO PARTS! .dll Download from Curse NOTE: This is the first release of this mod. Expect me to have gotten something wrong. Support this and my other mods on. ____________________________________________________________________________________________ Source Code: https://github.com/Fengist/Fengist-s-Animator (note: I do not code pretty. I code functional. Feel free to fix things and let me know.) The license included in the .dll download is a modified Creative Commons Attribution-NonCommercial 4.0 International Public License ____________________________________________________________________________________________ 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. ____________________________________________________________________________________________ Ok, so what is this? Like most modders I had a need to spin parts. And like most modders I turned to Snjo's Firespitter. However, I sorta outgrew it. As a result, I created my own plugin to spin parts. However, the approach I took was to use Unity's built-in animations to do the work. The result is, you can do a LOT more than just spin the part. So, what does it do? Rather than just spin parts, it plays animations. Unlike animateGeneric it can be linked to thrust or throttle position. The animations can be reversed based on thrust reversing and they can be looped or played forward and backward. It can be used to animate batteries and can also animate parts based on their heat. Some .cfg Examples In the examples below is a video that includes my 'fish tail' engine. In unity, I created an animation of the tail moving back and forth. I also added in the pistons pushing and pulling on each side of the tail (it's a steampunk thing). Here's what the partModule looks like: MODULE { name = FAnimEngine // Name of the partModule to call animationName = fishAnim // Name of the animation saved in Unity partType = Engine // One of several part types which I'll describe below syncThrust = True // This tells the partModule to adjust the animation speed based on the thrust output of the engine. loopAnim = True // This tells the partModule to essentially rewind the animation and play it again when it finishes. animSpeed = 3 // The play speed of the animation. } And here's the partModule for the propeller engine below. You'll notice some differences. MODULE { name = FAnimEngine animationName = propAnim partType = Engine syncThrust = True loopAnim = True animSpeed = 20 // This is an actual aircraft propeller so it needs to go a bit faster than the fish tail useRotorDiscSwap = True // Uses the same technique as Firespitter to switch from a propeller to an alpha (blurry) spinning disc. rotorDiscName = rotorDisc // This is the name in Unity of the disk to swap to. rotorDiscFadeInStart = 0.2 // This helps to fade the disk in and out propellerName = propeller // And this is the actual propeller which the plugin switches to when the prop speed is low. } And here's the partModule for the glowing battery MODULE { name = FAnimEngine animationName = lightsAnim partType = Battery loopAnim = False animSpeed = 1 } As you can see this one is pretty simple. It works like a cockpit lights animation except, the position of the animation is based on the percentage of battery life left. My first use was to create some 'flaps' over an exhaust for my submarine. I wanted a LF powered generator. The partModule looks like this. MODULE { name = FAnimEngine partType = Engine animationName = doorAnim syncThrottle = true smoothThrottle = true } In this case, the animation plays and stops based on a percentage of the throttle position. As the throttle is increased, a set of 'flaps' open wider and wider until full throttle. As the throttle decreases, the flaps close. The smoothThrottle keeps the flaps from slamming shut or instantly opening to full when the user presses x or y. Usage optoins: name = FAnimEngine // Always this. animationName = // The name of the animation you created in Unity partType = // one of the below types Engine - The most common one I use. All of the options below can be applied to an Engine type. Battery - This links the animation to the ships total battery power. The animation stops at a position that equivalent to the percentage of total battery power. Stirling - Setting part type to Stirling will tell the partModule to play the animation based on the part's Thermal Radiation Flux. The hotter the part gets, the faster the animation plays. Intake - This one you'll probably not use. It's specifically for my submarine. This finds the first intake available and play the animation when the intake opens or closes. I use this to automatically raise and lower a 'mast' intake on the sub when it surfaces or dives. syncThrust = true/false // The animation is linked to the thrust output of the engine. Do not use with syncThrottle syncThrottle = true/false // The animation is linked to the throttle position. Do not use with syncThrust smoothThrottle = true/fase //used only with syncThrottle to smooth the animation transition when the player rapidly changes the throttle. Setting to false, the animation instantly jumps to a new location. loopAnim = true/false // whether the animation should loop back to the beginning when it's finished playing. animSpeed = 1.0 // Adjust this to make the max animation speed faster or slower detectReverseThrust = true/false // If set to true and the engine reverses thrust, the partModule will reverse the animation. smoothRev = true/false // If set to false the animation will instantly reverse directions. If set to true, it will smooth the transition. useRotorDiscSwap = true/false // Mostly for propellers it allows a blurry alpha disc to be swapped for a spinning propeller rotorDiscName = // name of the disc you created in Unity rotorDiscFadeInStart = 1.0 // When the rotor and propeller swap places propellerName = The name of the propeller in Unity Some visual examples: If you watch this video you'll see some interesting effects, namely the fish tail. That is an animation that's directly linked to the thrust. Yes, the fish tail is a KSP engine. The Archimedes engines also use this plugin to handle their spinning. Here's another video showing how crazy you can get. Each of these "umbrella's" is an actual KSP engine producing thrust. And again, the animation speed is based on the engine's thrust. And that's just the beginning. Here's an image of a propeller engine I created. If you look closely inside the cowl, there's actually a crank shaft that spins with the propeller. The crank shaft has a bearing attached and 4 piston rods attached to it. As the crankshaft spins the bearing stays on the crank lobe and the piston rods move in and out of the pistons as the propeller turns. And there's more. If you re-watch the video of the umbrella drive, you'll see some green glowy things on the side. Those are batteries. They use this plugin and the glow increases and decreases depending on their charge. In the case of these batteries the green glow is an animated emissive. Enjoy.
  13. Ages ago i saw a mod, allowing to see trajectory's prediction in flight scene. But it has been lost. Now - it back. Just displays trajectory predictions. Partless, ON/OFF and nothing more. (adds itself with the help of MM-patch to each unit with ModuleCommand). This mod is designed to help with a more accurate landing. If activated in the flight scene, it will draw the trajectory and predict the point of contact. short review full review from Kottabos Download from Spacedock DONATE Source installation: remove previous version and just extract an archive into Gamedata. requirements: ModuleManager
  14. Project Manager DOWNLOAD On GitHub Overview. Project Manager is a small and unintrusive plugin to help organise craft files into "projects" whilst ingame. One of the main benefits of this is that you can give your crafts more helpful and descriptive names (I.E. "Two stage Mun Lander"), but launch them with more "poetic" and organised names - allowing better role-playing and a more structured career game. Projects are stored per-save file. Examples. Imagine you have three craft files: [STS] Discovery [STS] Atlantis [STS] Endeavour As these craft files have a tag in the name (in this case STS) they will be launched with the project name instead of the original craft name, and sequential numbering will be applied. On launch, these crafts would become: STS 1, STS 2, STS 3... and etcetera. Crafts without the square bracket tags will be completely unnafected! Just in case you have any 'special' launches planned Future Plans. Tracks more stats about a project, how much you have spent on it and maybe the launch to recovery ratio? GUI to control projects, rather than the tag system. Please, feel free to give constructive criticism, I will listen. Any suggestions, ideas, or bugs found are greatly appreciated. Licence. Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License
  15. Hey there, KSP community! I posted a couple years ago a thread regarding my desire to create probe parts, as I felt probes in KSP were desperately lacking the love they deserve. Unfortunately, despite the kind words and encouraging comments, the process quickly overwhelmed me, as I was unsure how to process with the mod-creation process, and my texture work leaves alot to be desired. Well, that was two years ago, and now I ask all of you a seemingly simple question: which areas of the game do you believe need improving upon; what niche or niches need to be filled to make the game more of what it can be? Of course, Squad provides us with the results of their hard work and we appreciate what they give us, but there are many of us that are left wanting more. Perhaps we feel that the game should be more realistic, and thus we want more mods like FAR, DRE, RemoteTech, and Kerbalism. Or maybe we feel that our dreams cannot be fulfilled by the limited collection of parts, so we yearn for more parts. Whatever the reason, there are many who are left wanting more. And that is where this thread comes in. So, please, don't hold back, and tell me what you all would love to see. My main area is in 3D Modeling, with a little basic programming under my belt. What I don't know, I am willing to learn, so even if it seems complex, I will try my darndest at making it happen. Thank you for your time, and I can't wait to see what my fellow members of the KSP community have to say regarding this subject!
  16. I am using blender, and I cannot find a plugin that works for this. The only one I have found Blender won't accept. Do you guys have any way of changing these into those?
  17. Ever want to use bi- or tri-couplers but want to recombine the stacks before the next stage? Ever wish you could make circular stations in the VAB without having to spam struts to keep the open end closed? Here's the answer you've been looking for! ReCoupler works around the Vessel tree by identifying attach nodes that would have been connected but can't without a part having multiple parents or creating a circular structure. Once those nodes are identified, it hides them in the editor so that you don't accidentally connect anything else to that node. Then, in flight, it creates a structural link identical to the ones that normally hold parts together. But wait! There's more! When decoupling (or explosions) happens, it detects if one of the virtual connections would continue holding the vessel together and magically makes that the real connection point as if no funny business had been happening! Check out the rest of the album! And some new building styles you can use with ReCoupler: Interested? Get it from SpaceDock or GitHub now! Known bugs: The icon is super lame. Not a bug, necessarily, but it only works for stack attach nodes. Future plans: Make a decoupler that connects to 2-, 3-, or 4-engine clusters and makes their fairings work with it. I'm open to suggestions
  18. how do i make a ksp mod?

    Im trying to make a mod where you can go to a planet in the tracking station to build a base or something, without having the hassle to fly to the mun (or other planets) does any one know what i could use to make this mod.
  19. 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
  20. 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
  21. 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!
  22. 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. 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 (v0.1.4.6 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
  23. 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.
  24. 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.