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Ippo

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Everything posted by Ippo

  1. Ok, so I'll see to add the .version file in my next release! EDIT: where can I find some specific documentation about the formatting and the available fields? Can I have a revision field for the version, too? two numbers ain't gonna cut it for me :/
  2. Well, it's just a wrapper around it, so it would work. However, if you are writing a PartModule, this.part.Resources will only give you the resources contained inside the part, not the whole vessel: so you can't get the other fuel tanks this way. You would need to write a partless plugin that scans all the parts in the vessel for that. I think there was a tutorial for partless plugins around here, but I can't seem to find it right now.
  3. However, it's really really easy to cheat around it: launch and recover from the pad enough times and you are good. A better system would be to track the total use time for a part and increase the reliability to the nominal value as time goes by, but it might get complicated code-wise. This, instead, is more sensible imho: drastically reduce the reliability during test flights, and then when you buy a part off the shelf it has the nominal failure rate (which would be also more realistic lore-wise, since apparently now all the parts are built by contractors and therefore if you can buy it it's out of development).
  4. Nothing: as far as I'm concerned, it's done (unless someone has bugs or feature requests)
  5. It just occurred to me that you are trying to make a generator (yes, I didn't read very carefully: sorry). You could make it work like this, but you are probably better off by deriving ModuleGenerator: check it out, it's a part module that specifically handles resource generators (it's the same one used by RTGs for example). In fact, you might not even need to do it: unless you are trying to do something fancy, you can just add this to the part.cfg file: MODULE { name = ModuleGenerator isAlwaysActive = False activateGUIName = Fire up shutdownGUIName = Shut down INPUT_RESOURCE { name = LiquidFuel rate = 0.09 } INPUT_RESOURCE { name = Oxidizer rate = 0.11 } OUTPUT_RESOURCE { name = ElectricCharge rate = 2 } }
  6. I think not: in the new debug menu tab shown by scott manley you can see an option to disable respawn, which I think implies that permadeath is off by default.
  7. Well, the preliminary tests have been encouraging. There are some problems to iron out, but the main idea is working. Of course, I realized when trying it out that in sandbox mode you cannot do any science, which means I would be locking out an important feature from the sandbox mode. Looks like I have to actually go and write some GUI stuff. ._.
  8. No, but you might have found the part where I (mistakenly) say 64 bits addresses 64GB, then I get corrected, I realize that, and then I get corrected twice more by people who didn't bother to read.
  9. Well, first I'll start easy and see if I can get the experiment at all
  10. No idea then. You should really read the whole thread.
  11. This is really strange, and definitely a NRE: 1) Are you using any mod? 2) Could you please email me your output log at m.ippolito@outlook.com ? I'm sorry, I don't have any good news for you yet. What's actually happening is that the failure happens but the timewarp doesn't stop, because it simply doesn't in the version you have. It's already fixed and will be available in the next release (that will be as soon as I can after they release 0.24).
  12. I'm looking at Tarsier's source now. I pretty much get how the system works, however, I'd like it to be a little different. Is it possible to have an experiment that is stored in the EVA kerbal? Basically, like sampling the ground. I'd like the kerbal to fly to the part, inspect it, and receive a science report that HE stores, not the part.
  13. Probably to accomodate the cost of fuel and other resources, that is not necessarily an integer number.
  14. Then you should post it in the relevant section of the forum, or better yet, open an issue on the bug tracker.
  15. In my failures mod I want to make inspecting a part an experiment (with a very small science return... If any), but I want to change the text, title and science value based on the state of the part. If anything, at least to tap into the standard experiment GUI
  16. I know how it works: I have no idea why I said 64GB, I guess it was the morning brain derp.
  17. Not that I know of: probably not through stock KSP, you'll need to manually find your tanks and update each of them.
  18. A little, yes: on the other hand, they are doing it under a contract, that's why they are called the media team.
  19. Hello everyone, what I'm trying to do is to generate some information during flight and then present it as a science experiment. I'm trying to figure out how to use the ScienceExperiment class, but I can't really understand how it works: has anybody ever done the same?
  20. Take a look at my code that simulates a tank leak. When using part.RequestResource, the resource will be fetched using the usual flow rules, so basically from the furthest tank of the same resource that can be reached. Also, you can stop it by using those little green buttons in the right click menu. By the way, that method also returns the amount of resource that it was actually able to consume, so: if ( part.RequestResource("LiquidFuel", myAmount ) < myAmount ) // there isn't enough liquid fuel Keep in mind though that it does request it on every frame, so 1 per frame -> ~30 units per second. You might want to do your computations using seconds, and then convert it using TimeWarp.fixedDeltaTime;
  21. That, plus 64 bits, which means *all the mods ever* since it removes the RAM cap for the process (well, increases it to 64GB).
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