razorblade75
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KSP2 Release Notes
Everything posted by razorblade75
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Yeah, the mods are one of the mean factors (maybe the single most important factor) of the success of the game. IMHO the graphic is the weakest part, but in ksp2 it seems very, very good
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hi guys is there a mod, or a combination of them, that let me use a low thrust/high isp engine for loooong burns during non-physical timewarp? example, a fusion engine, classic accelerating to midway, than decelerating until i reach te planet. Thanks
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Vessel orientation
razorblade75 replied to razorblade75's topic in KSP1 C# Plugin Development Help and Support
no one can help me? -
hi guys! two question: 1) how i can obtain the position of a maneuver node and the orientation of a vessel? 2) how i can keep the vessel oriented in the maneuver node direction ON rails?
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i've uploaded the alpha, test it
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yes i know, it's a very beautiful model. But even if i can use his model, wouldn't the two engines look too similar? i would like a complete new model, to avoid confusion, because my plugin is a semirealistic one, his plugin is on the not-so-realistic side.
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nathan, i've already tried, it works for the thrust part, but the ship won't face prograde because it gradually shift away from it.
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maybe yes, but my knowledge on this subject is quite....lacking to say at best. I like to learn new things, but in my country we used to say "time is a tyrant"
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i've already tried, it's too laggy. what i really need is some kind of "on rail" warp
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dear kerbonauts, i've made a mod about a fusion engine, based on the spherical torus design (check here https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0CB8QFjAA&url=http%3A%2F%2Fntrs.nasa.gov%2Farchive%2Fnasa%2Fcasi.ntrs.nasa.gov%2F20050160960.pdf&ei=pToGVM2lLYXqaPnXgEA&usg=AFQjCNHr4WmiFh-4lKyQeFmD_fZHohuq0A&sig2=wEIljfO3dMNMZulJJgWQ8A&bvm=bv.74115972,d.d2s) it will have variable isp (because you can vary the amount of H2 that pass through the reactor) and variable output power (for use as power generator) it work reasonably well for a pre-release, but i need two important things: 1) a modeler to make, guess it, the model 2) because it has low thrust and high isp, it will be good at long burnings. but we all know how long burnings are quite painful; so i need some kind of shortcut (i can give it higher thrust and lower isp, but it will be not realistic) this is the alpha: http://www./download/1q139axjzbp0cpc/release.rar i have to explain first you need to add this code to an engine cfg file to test : second, if you have KSP interstellar, you won't need NucleatFuel.cfg, so delete it test the engine and let me know what do you think about
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i've tried, sadly it has too much lag
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i've already tried it, but the nose of the ship, if i start the time warp, slowly shift upward. sadly is unusable
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hi guys. ok, this is the problem: i'm making a mod on a semirealistic fusion engine, so high isp and low thrust. as all of you know, that would be a real PITA to use. is there any mod that would accelerate the thrusting time? or a good soul that would make one? i dont have the knowledge to code it myself
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[0.25] Orbit Manipulator Series (Updated March 12 2014)
razorblade75 replied to HoneyFox's topic in KSP1 Mod Releases
good mod, but i have to report a problem. i point the ship prograde, and start the time warp. the ship keep accelerating, but start to slow drift away from prograde -
issue witg cfg
razorblade75 replied to razorblade75's topic in KSP1 C# Plugin Development Help and Support
thanks. however i think i must explain myself better. i need to read the amount of a resource from a part.cfg file. i think that making a list of all parts, then find the part i can load the amount in a ConfigNode. but i can't -
issue witg cfg
razorblade75 replied to razorblade75's topic in KSP1 C# Plugin Development Help and Support
come on guys, no one can help me? -
i need to get the list of all MODULE in a part cfg, but when i code this public void test() { List<Part> partsList = this.vessel.Parts; for (int i = 0; i < partsList.Count; i++) { Part p = partsList[i]; ConfigNode[] c = p.partInfo.internalConfig.GetNodes("MODULE"); Debug.Log(c.Length); } } it gives me 0. i can't figure this out
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yes, but a capable coder could take inspiration
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but what happen if the creator suddenly disappear?
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yes, definitely deserves to be kept alive
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i've resolved, but thanks
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hi guys, i've a problem. i've modeled a custom engine, and its collision mesh. it works fine on the launchpad, but i can't attach things radially to it. what is causing this? here the photos in VAB and launchpad http://imgur.com/F47Q3vR,25J6rA3#0
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hi guys, is there any good starting tutorial to make plugin?