puzzler995
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[0.23.5] Kerbal Anti-Lock Brake System v1.0
puzzler995 replied to puzzler995's topic in KSP1 Mod Releases
Hey everyone! Sorry for the absence. I've been crazy busy with school, and my hard drive died over the summer. But I'm back! A new version of ABS is coming I promise!!! I'm pulling it from Github right now! EDIT: I decided to do a massive overhaul. Instead of ANOTHER part to clutter up the VAB, I've decided to try to use ModuleManager to add my module to the Landing Gear and Wheels. It also makes it better seeing as I'm terrible at modeling... So THAT'S what's coming soon! -
[0.23.5] Kerbal Anti-Lock Brake System v1.0
puzzler995 replied to puzzler995's topic in KSP1 Mod Releases
Honestly I wasn't planning to because I didn't think anyone used it now I will definitely update it! I lost my hard drive right before .24 came out, so I have to reclone the repo. I'll be sure to post any updates here! -
[SOLVED] Resource Panel not showing change in Electricity
puzzler995 replied to puzzler995's topic in KSP1 Mod Development
So I figured out the problem. I moved my power pull code into the OnFixedUpdate() method instead of the OnUpdate() method. -
[0.23.5] Kerbal Anti-Lock Brake System v1.0
puzzler995 replied to puzzler995's topic in KSP1 Mod Releases
1.0 is done and uploaded! I got in a coding frenzy, so I added in almost every planned feature! New features: Completely Redesigned Part! Key support! Now the mod works as the brakes do with the keyboard, except you hit the "Mod" key with "B" (by default this is Alt). Electricity Draw! Now the part pulls 0.3 electric charge per second when on. GUI editor! Now, you can right click the part and open the GUI which allows you to modify the rate at which the ABS system toggles. By default it is every .1 seconds. Stuff to come: Toolbar support. I was hoping to get this in for this release, but I was having crazy problems with it and just commented everything out for now. The icons and everything are here though. If you guys have any suggestions feel free to let me know EDIT: Apparently CurseForge has to approve uploaded files. So here's the GitHub download until that goes up -
[0.23.5] Kerbal Anti-Lock Brake System v1.0
puzzler995 replied to puzzler995's topic in KSP1 Mod Releases
I made this in the KSP mind spirit. Easy way? Nahhhh why would I do that??? This also could be useful for mods like Firespitter. It provides a bi-plane which only has front wheels. And they are usually in front of the CoM, so it's easy to flip -
I've created a part that when active should pull electric charge. While the electric charge does pull, the resource panel still shows the change in electricity as "(0)", not .3 as it should. I know for a fact it does pull the electricity, as the amount goes down. My code from the PartModule derived class: [KSPField(isPersistant = false)] public float PowerConsumption; ... if (GetPower(part, PowerConsumption)) { //This is within the OnUpdate() method ... } ... private bool GetPower(Part part, float PowerConsumption) { if (TimeWarp.deltaTime != 0) { float amount = part.RequestResource("ElectricCharge", PowerConsumption * TimeWarp.deltaTime); return amount != 0; } else { return true; } } Thanks
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[0.23.5] Kerbal Anti-Lock Brake System v1.0
puzzler995 replied to puzzler995's topic in KSP1 Mod Releases
That was actually my original plan, to hijack the B key. However, as I said this is my first mod so I'm still learning, and the documentation for the KSP API is not very good at all. If the documentation exists, it's usually very out of date, so I'm essentially learning by looking at the source of major mods (like kethane, mechjeb, etc) to see how they do things. That is definitely what I would like to move to, but I have to figure out if it's even possible. I plan to figure that out after I get 0.2.0 done, which as of right now makes the ABS drain power when on, and also has a GUI to allow you to manually change the cycle rate in-flight. -
[0.23.5] Kerbal Anti-Lock Brake System v1.0
puzzler995 replied to puzzler995's topic in KSP1 Mod Releases
Thanks if you find any bugs or have any suggestions let me know! Thanks I have those same problems too, but I guess I'm just really bad at placing wheels so if I land and hit the brakes, my planes will often flip forward like a bicycle. -
[0.23.5] Kerbal Anti-Lock Brake System v1.0
puzzler995 replied to puzzler995's topic in KSP1 Mod Releases
As of right now the plugin toggles the "Brakes" action group every .1 seconds in-game time, so it will work for anything you can put in that action group. -
NOTE:Hey everyone! Sorry for the absence. I've been crazy busy with school, and my hard drive died over the summer. But I'm back! A new version of ABS is coming I promise!!! I'm pulling it from Github right now! I decided to do a massive overhaul. Instead of ANOTHER part to clutter up the VAB, I've decided to try to use ModuleManager to add my module to the Landing Gear and Wheels. It also makes it better seeing as I'm terrible at modeling... So THAT'S what's coming soon! Have you ever landed your spaceplane, but hit the brakes a bit too hard, causing your plane to flip over? You can pulse the brakes manually, but who really wants to abuse their keyboard that way? The engineers at ShureStop Industries put their heads together and came up with the Anti-Lock Brake System! Attach the computer to your vessel, and while flying, turn on the ABS and it will begin pulsing the brake action group. When your craft stops moving, ABS will automatically set the brakes to on, and deactivate itself. The computer is in the Utility panel, and can be unlocked in the Landing node in the tech tree Get it on Curse! Source Code on GitHub This mod is compatible with the KSP-AVC version check system, but it's not required Planned Features: Toolbar integration This is my first mod, so any advice or constructive criticism is greatly appreciated License: