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razorblade75

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Everything posted by razorblade75

  1. 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
  2. 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
  3. 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?
  4. hi guys! how i can make a partmodule consume resource while unfocused?
  5. 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.
  6. 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.
  7. 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"
  8. i've already tried, it's too laggy. what i really need is some kind of "on rail" warp
  9. 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
  10. i've tried, sadly it has too much lag
  11. i've already tried it, but the nose of the ship, if i start the time warp, slowly shift upward. sadly is unusable
  12. 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
  13. 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
  14. 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
  15. 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
  16. yes, but a capable coder could take inspiration
  17. but what happen if the creator suddenly disappear?
  18. sos noob, if i want to scan the propellants in search for a specific propellant in someEngine.cfg, what is the code? i've already done with array, but i would find it with its name.
  19. 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
  20. hi guys, is there any good starting tutorial to make plugin?
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