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Found 13 results

  1. [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:
  2. So I think i finally understand the ratio entry in the moduleengineFX, and its use with ISP. However, does anyone know of a way to easily calculate what the values should be if i want to, say, add a small amount of ablator/metal (from CRP) consumption to the engine? I don't know the exact amounts yet, waiting of copies of research papers, but is there any way i could input the maxthrust, isp, and ratios and get out the actual amount of resources per seconds? (Or some other combination) Just wondering if any other modders already have their own scripts so I don't go reinvent the wheel.
  3. 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
  4. Resonant Orbit Calculator

    Not 100% sure this is the right place to post this, but I created a single-use widget for calculating resonant orbits to deploy satellites into a circular orbit at regular intervals along that orbit. It’s at http://meyerweb.com/eric/ksp/resonant-orbits/. In case you’re wondering “what the heck is this?”, a resonant orbit is most commonly used to set up CommNet constellations around non-Kerbin bodies. Suppose you want to put three relay satellites into circular polar orbit around Minmus. You could launch them one at a time from Kerbin and do all kinds of shenanigans to get them into a common orbit (say, 100,000 km above Minmus) at 120-degree intervals along that shared orbit. Which requires matching inclination and LAN and all manner of stuff, and then trying to jostle them into the right places along the circle. Or, you could build a carrier craft that hauls three satellites to Minmus, then release them one at a time. That solves inclination and LAN problems, but what about timing? The easiest thing is to put the carrier craft into an eccentric orbit with its periapsis at the altitude the satellites should share, and an orbital period 4/3rds the length the satellites will have in their circular orbit. In this example, the satellites’ final orbits at 100,000m above Minmus will have a period of 2 hours, 39 minutes, 29.5 seconds. So you put the carrier into an orbit with a periapsis of 100,000m and an apoapsis of 167,652.4m. That has an orbital period of 3 hours, 32 minutes, 39.3 seconds—exactly 133% the orbital period of the circular orbit. Having done that, you just release one satellite from the carrier as it passes periapsis on each of three successive orbits. Hey presto! You now have three satellites in a polar triangle, sufficient to cover the entirety of Minmus and maintain a network back to Kerbin. Quick, deorbit or otherwise move the carrier’s orbit so it won’t smack into the first satellite you released on its next periapsis. I built some spreadsheets to manage the necessary calculations for myself, but it seemed more fun to build a web-based tool that could draw a diagram of the orbits and all that while also spitting out exact Ap and Pe altitudes. And, while I was at it, show the minimum altitude for a functioning three-satellite setup as well as the edge of the SOI for whatever body I was trying to put satellites around if my orbits were large enough to be a problem, show atmospheres (where applicable), tell me the dV I’d need to inject each satellite into its final circular orbit, and stuff like that. It looks like this: It’s of fairly limited use, but it was fun to make, and I figured if someone out there could make use of it, that was good enough for me to release it. Share and enjoy! (P.S. If anyone has feature requests, I’m happy to hear them, though I may not get around to actually doing them. I mean, I might do them, but I have a tendency to toss these little projects into the wild and then get distracted by some new project and never go back to update the old ones. So fair warning and all that.)
  5. I've been trying to offset some engines for my first space plane and it seems that after trying to "move" it using the tool, I cannot get anything to work again unless I exit and enter the assembly building again. Also the move itself doesnt work. Once I presset the part I want to move nothing else happens. I cannot offset it at all. Even the other tools like place and rotate wont work once I have attempted to move things. Any ideas? edit: So I tried removing all the mods and reinstalling the game. Still the same... After pressing "Move" nothing works right in the assembly building anymore. I cannot even place new objects. edit2: Starting KSP in 64-bit mode seemed to solve the issue Br Michael
  6. The KSP Fuel Calculator is a tiny tool to improve modders workflow. You can enter a fuel amount (lq. fuel or oxidizer) and the program calculates the missing propellant amount. You easily can do this by yourself with a calculator but this saves you some time if you are working on multiple fuel tanks or often have to chance it's values. The statistics may help you to not having to chance values for ballancing purposes too often. It currently just displays some vital informations about fuel cost and weight. This tool isn't in active development any more! But please feel free to share ideas, I might have some time for it. (watch out, outdated photos!) Download: Alpha 0.3.1 (MEGA) Download: Alpha 0.3.1 (SpaceDock) Installation: Simply unzip the content of the downloaded file and place it where you need it. Create a shortcut if you want (.exe file for Windows, .jar file for Mac and Linux) Source code: Alpha 0.3.1 (GitHub) Version history: Known issues:
  7. This tool has been succeeded by the Advanced KSP Mission Tool. Please check out the new thread. I've spent the last few weekends doing some rocket science, and I'd like to present my KSP Mission-Based Rocket Designer & Simulator. The aim is to abstract away as many design decisions as possible that don't have any bearing, per se, on the mission you're trying to accomplish. Instead, the calculator will attempt to optimize for the lightest possible rocket able to get the job done. Try it: https://jsideris.github.io/KSP-Mission-Based-Rocket-Designer/ The tool will algorithmically design two-stage (and now three-stage) rockets, typically. The lower stage is for takeoff and may include anywhere from 0 to 32 radially detachable boosters. Most of the ΔV is intended to be carried out by the vacuum stage, and sometimes the tool will add an intermediate stage to assist with achieving orbit. Each rocket configuration's launch is quickly simulated with varying amounts of fuel to test for feasibility, and the best rocket is presented to the user. Some of the results can be surprising (for instance, using low-tier or weak rockets for takeoff), but all that you need to know is that the program is giving you the lightest rocket design that is able to at least meet the minimum requirements for your mission. This is great, for instance, for designing light-weight return landers. The app is also not very picky about what type of detacher, fins, nosecones, or other peripherals that you use. It adds a small safety factor to the payload so that you can dress up your rocket with whatever parts you have available. All in all the tool is fairly accurate and very usable, however there are a few corner cases that I'm working to address. For instance, it's not smart enough to know how to get to Eve and back yet, Overall, it's going quite well; the tool is now smart enough to get a small payload to Eve and back! Give it a go and let me know your thoughts, questions, concerns, and suggestions. The tool will remain updated and receive upgrades as long as it is well received and people use it. Notable Updates 2016-07-24 Fixed a "snowball effect" glitch (discussed below) that caused the simulation to preferentially select more and more massive rockets as the simulation ran. Allow the simulator to try stealing some ΔV from the vacuum stage. Simulator will now be willing to trade off 1% extra mass for an additional 100 m/s ΔV when choosing between two rocket designs. Gave simulator the ability to tack more fuel onto the vacuum engine to assist with orbit. Added orbital stages (3-stage rockets) that will sometimes be explored if the rocket is re-entering the atmosphere too early.
  8. [1.1.2] Assembly Fuel Utility v1.1.0

    Recent Changes UI Performance enhancements. Fuels are auto-discovered based on current ship to aid compatibility with mods such as RealFuels. Resources to ignore can be set in the afu_settings.cfg file. Ore, ElectricCharge and IntakeAir are ignored by default. There is now a slider bar to empty/fill all types at once fuel types. There is a now an input field for each fuel type for precise entry. Hello everyone, This is my first mod for KSP, indeed this is my first mod of any kind for any game. It's a little mod which I created for my own enjoyment, which I find useful and wanted to share. I expect nobody else will find it useful (and/or the functionality already exists) but hey, you never know. Anyway.... About Assembly Fuel Utility is a very simple mod for Kerbal Space Program which allows you to easily adjust the fuel levels in all your fuel tanks in the SPH and VAB. I created it mainly for my own use when building balanced space planes, but thought I would share it in case anyone else finds it useful and/or informative. Download GitHub Source Code GitHub License Listed below for completeness but also included with source and download. Cheers.
  9. I'm using RealismOverhaul mode with Realistic Progression addon which marks quite a lot of parts as non-ro (not supported by mod). I would like to delete them to reduce memory consumption. I also found that when a lot of mods installed, some parts become unnecessary because of mods overlapping. For example, Procedural Fuel Tank (from RealFuel mod, I guess) makes most other tanks needless. I want to remove them too. The problem is it's time-consuming and boring to browse GameData by my own, looking for parts that I don't need. So basically what I need is a mod or external tool for convenient deleting parts from the game. For example, mod which will allow to delete parts from VAB/SPH interface.
  10. KML - Kerbal Markup Lister v0.7.2 - 2017-01-15 (WIP) Do you face a problem with broken docking ports or need just a little fuel-cheating? Do you got tired of editing save games in a text editor with long loading time and so much scrolling to compare different parts and vessels? So did I and decided to make a more helpful external editor to display the XML-like structure (the "KML" - Kerbal Markup Language) in a tree view and pick out vessels, kerbals and parts to be displayed in more eye-candy way. The current version is not feature-complete but so far functional and already helps with some problems (or some cheating if you choose to do so). Any feedback, more testing, bug reports and suggestions are very welcome. Screenshots NEW Features in v0.7.2 new vessel types plane and relay reset docking on one-sided same vessel docking errors - thanks to @schneida report only crew assignment problems for kerbals from roster tested with KSP 1.2.2 (full changelog below) Features open SFS and CRAFT files save files edited or exactly as loaded backup of overwritten files display file structure in a "KML" tree display all vessels in a sorted and filtered list display all kerbals in a sorted and filtered list display vessel's part attachment structure display warnings about structural problems search for nodes, attributes and their content adding, inserting and deleting nodes and attributes deletion excludes in current version parts (need to rebuild index numbers and attachments) deletion of kerbals and vessels will fix crew assignment support renaming kerbals when assigned send kerbal home to astronaut complex send vessel to low kerbin orbit change vessel flag in all its parts - for @Enceos refill part resources repair broken docking ports and grappling devices tested with KSP 1.0, 1.1 and 1.2 (newest KML version should still work with at least all these KSP versions) TODO copy nodes and attributes identify add-on part connections (KAS) change position of nodes and attributes more testing (uncommon vessel builds I didn't think of?) documentation a lot of source code TODOs Install download ZIP file and extract anywhere you want run the KML.exe and open your save file or choose "open with" on your save file and select KML.exe (command-line arguments supported) Instructions, Hints, FAQ Don't find your vessel in the tree (ordered by in-game creation)? Switch to the "vessels" tab to have a sorted list and the possibility to filter by type (debris, ship, etc.) Don't find your kerbal in the tree? There's also a sorted and filtered list in the "kerbals" tab. Want to see how the parts of your vessel are connected? Have a look on the graph displayed in the "vessels" tab. What do the colored lines in that part graph mean? Dark green line is a node attachment in top/down direction Light green is a node attachment in front/back or left/right direction Yellow line is a surface attachment If parts are arranged in a way you can't see where the connections go, mouse over the part and they are drawn thicker After you found your vessel, kerbal or part in the list you want to see it in the tree? Just make a double click. Sometimes there appears a warnings tab, what do these warnings mean? Some KML elements are more heavily inspected than others, like vessel parts and especially docking or grappling devices. If something is not as expected there is a warning generated. There is a warning but my save game works fine! If the problem is related to stock parts please send me feedback about this problem. If KML has warnings about add-on parts not connected (e.g. KAS): That's ok for now, KML does not support that add-on and can't understand what it has written to the save file. KML just expects all parts to be somehow connected and gives a warning otherwise. Don't fear about saving a file with warnings, unknown add-ons, missing part-connections, etc. KML will save the file as it was read and only apply the changes you made. All unknown data will be kept as it was. Download: GitHub License: GPL Source: GitHub Changelog: If you are interested in progress after latest release have a look at GitHub: Preview Build: GitHub (ZIP) Changelog: GitHub (Preview Build ZIP does not exist if there is no build after latest release. Be warned about this being not so well tested and version number not being representative.)
  11. Probe Helper v0.1.4

    Initial gets-results version of a 'probe helper'. Right now it'll report the mass, cost, power needs, and energy needs of a probe with the selected components and properties. You can specify how patient you are for the batteries to recharge, if the probe's experiments will be transmitted one-by-one or in a big batch, and how long the probe should be able to function in a shadow (I'm looking at you, Ike). v0.1.4 charts! making noise about this again http://probehelper.appspot.com/ Planned improvements: tooltips path finding
  12. A while ago, I attempted to create a tool to animate kerbals, for things like cinematics and other plugins, but I ran into a completely breaking issue, that only occurred on some computers, and I couldn't figure out how to fix it. Thankfully, my computer began encountering this error thanks to the Windows 10 update, and I was (hopefully) able to fix it. So here it is, Kerbal Animation Suite v1.1.3.2. It runs with KSP 1.0.4, and allows the creation of animations for kerbals on EVA. These gifs demonstrates this mod: http://gfycat.com/DifficultDeterminedGalapagospenguin http://gfycat.com/HilariousNarrowFlies http://gfycat.com/PettyMintyIrishdraughthorse I posted these gifs on reddit a while back, if you recongnized them. The animation files for them are all included in the download. This mod has 2 components: the animator, and the API. Animator: The animator is the main tool, which allows you to create, edit, play, and export .anim files, which can be used by your own plugins. Getting started with the animator Install this mod Launch a ship, or go to one you've already landed somewhere. Go on EVA. The animation tool will only work if the kerbal is standing on dry ground. Click the kerbal face looking button in the App Launcher You will see 4 windows pop up. The Bone Hierarchy window, which is where you select the bones to manipulate. The Manipulation window, which is where you manipulate the selected bone. The Animation window. This is the most important window, it's where you Load animation files, create them, and manage the timeline of the loaded animation. A little window in the top right corner which allows you to hide any of the other 3 windows You will also see, if you right click on the kerbal while you're NOT in the animation screen, there are some new right click actions. You can play any animation anywhere in the GameData folder, and you can reload the animations (Reload Animations) if you want to test animations you've just made. You can also use the 1-9 keys to play animations without the rightclick menu. There are 4 animations included with the download in the Presets folder. Source Code: https://github.com/HappyFaceIndustries/KerbalAnimationSuite Download: https://github.com/HappyFaceIndustries/KerbalAnimationSuite/releases/latest Latest Version: v1.2.0.0 License: GPL v3.0 [full text]. Code in the API subdirectory is not restricted by this licence, and is in the public domain. API: The API is a file that mod developers can include in their plugins that handles the loading and playing of animation files. Because it is not a seperate dll, there's no need to include the animator with your download when releasing a mod that uses these animations. You do, however, need to include a copy of animation_hierarchy.dat with your mod, which can be found in GameData/KerbalAnimationSuite/Config You can see the API here: https://github.com/HappyFaceIndustries/KerbalAnimationSuite/tree/master/KerbalAnimationSuite/API The API has 2 classes. KerbalEVAUtility class public static void AddPartModule(string moduleName) public static List<KFSMState> GetEVAStates(KerbalEVA eva) public static List<KFSMState> GetEVAStates(KerbalEVA eva, List<KFSMState> states) public static void RunEvent(this KerbalEVA eva, string name) public static void RunEvent(this KerbalFSM fsm, string name) The first method, AddPartModule, is the most important. You can use it to add your own part module to the kerbalEVA and kerbalEVAfemale parts, which aren't supported by ModuleManager, so using a plugin is the only way. This is the reccommended way to handle animations, but if you're feeling adventurous (or stupid) then you can use some other method. The other methods are methods to manipulate the Kerbal's Finite State Machine (KerbalFSM). The KerbalFSM is the engine kerbal's use to handle animations, like walking, swimming, etc. I highly reccomend you research the concept of Finite State Machines if you haven't already, and want to use this. KerbalAnimationClip class public KerbalAnimationClip(string url, bool fullPath = false) public void Initialize(Transform transform, Animation animation) public string Name { get; } public int Layer { get; } public float Duration { get; } public UnityEngine.AnimationClip Clip { get; } Basically, you use the constructor to create the clip object, then load the animation by putting in a path relative to the GameData folder (example: Squad/Animations/bleh.anim), a ConfigNode object, or a full path if you so choose. You can optionally set more values in the Clip property, such as the frame rate, wrap mode, etc. All of the properties are set in the .anim when you create the animation using the animator, but you can edit those values in the Unity animation system later, after you call Initialize. Then, you use Initialize to add the animation to the kerbal's transform/animation components. If you're use a part module added to the kerbalEVA and kerbalEVAfemale parts using KerbalEVAUtility.AddPartModule, then just use transform and GetComponent<Animation>() as arguments. The rest of the code will be done with Unity's AnimationClip, Animation and AnimationState classes. You can see the documentation for those here: http://docs.unity3d.com/ScriptReference/Animation.html http://docs.unity3d.com/ScriptReference/AnimationClip.html http://docs.unity3d.com/ScriptReference/AnimationState.html So far, 1 mod has been made that uses the API: Special thanks to @Xacktar @Fred Cop @Gaiiden @SpriteCoke @SmashingKirby148 @nightingale
  13. KerbalFactory Resurrecting my old Kerbal Parts Editor project as KerbalFactory, a tool designed to visualize parts and resources spreadsheets. Still in WIP status, an Alpha version is available now for testing! Screenshots Download KerbalFactory v0.1.1 ALPHA Sources and releases are available on Github! Current Features (Alpha) Browse to your KSP Install Folder and get all the existing parts and resource definitions in detailed and customisable spreadsheets. Check many parts parameters with one glance on the list, like costs, mass or drag values. Move, resize, hide or show table columns. See parts resources in Units or Liters, and check total costs, mass and quantities. Use filters and text search to display precise parts or resources. Want to know the density of a resource definition in kg/m3 ? There's a column for that! Planned Features More supported parts parameters and filters. Spreadsheet templates for quick filtering and columns display. Part Editor: check and edit a part parameters, resources and modules, or create a new part. Resource Editor: same thing as above, but for resource definitions. Module Editor: manage and create module templates. Comprehensive help and description of each parameters. Save spreadsheets to clipboard or CSV files. Edit other config files. Backup config files. Support for ModuleManager: List of all MM config files. Choose and preview MM changes. Edit or create MM patchs. Changelog KFUtil.dll This joined DLL file is able to parse KSP config files and produce lists of parts and resource definitions (and modules later). You are free to use it for your own projets, as long as you respect KerbalFactory's license. Note that KFUtil is in Alpha stage and is not ready yet for real use. I will write a documentation to help with KFUtil public functions use. Source is available on Github. Please report any bug or issue here or on Github's issue tracker. Help and suggestions are also greatly welcome! KerbalFactory is licensed under a BY-NC-SA 4 Creative Commons License. Meaning you can do whatever you want with my project if you credit me and don't use if for commercial use.