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Everything posted by tg626
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John Glenn Memorial Challenge
tg626 replied to Chiron0224's topic in KSP1 Challenges & Mission ideas
Probably better expressed as: (Apoapsis/tonnage) / 1000- 18 replies
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In the end, that was a waste of time, however since I do use visual studio, I'll use the foreach. That said, the MyModule module; line confuses me. I assume MyModule is supposed to be the part module of my parts. Which is KerbalGPS as in: MODULE { name = KerbalGPS ... ... } In which case, should it be KerbalGPS module;. ? Because that makes no sense (ergo, I assume I am not understanding...)
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John Glenn Memorial Challenge
tg626 replied to Chiron0224's topic in KSP1 Challenges & Mission ideas
Just updated, 44.597t- 18 replies
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John Glenn Memorial Challenge
tg626 replied to Chiron0224's topic in KSP1 Challenges & Mission ideas
My entry: Screenshot showing fuels vs fuel tanks that I added for looks. Album http://imgur.com/a/v3iEo Apo 527,091m (shown in screenshot) Extra details: Aside from stock parts used, we have 2 hard to see vernier engines (orange twitch engines) on the orange tank, 2 engines were dropped at T+ 1:40, while retros were 3 sepratrons fired in overlapping sequence and kept strapped on until after the plasma effects had stopped. EDIT: Wait!! Tonnage!? When I read it, it was appo/1000... ah well, I saved the craft... EDIT2: Ok, 44.597t So assuming apoapsis height in m / mass in t 527091 / 44.597 Score = 11818.97885507994pts- 18 replies
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I'm going to look at that "FlightGlobals.ActiveStatic" but meanwhile - this seems to be crashing the game, HARD, total freeze then CTD with nothing in the log. private bool checkMaster() { if (this.vessel.isActiveVessel) { for (int i = 0; i < GPSReceivers.Count; i = i++) { if (GPSReceivers[i].vessel.isActiveVessel) { gpsMaster = i; print("[KerbalGPS] Master found at index " + gpsMaster + " (" + GPSReceivers.IndexOf(GPSReceivers[i]) + ")"); break; } } if (GPSReceivers.IndexOf(this) == gpsMaster && GPSReceivers[gpsMaster].vessel.isActiveVessel) { print("[KerbalGPS] I *AM* the master! (" + gpsMaster + ")"); return true; } print("[KerbalGPS] No master found... OMGWTF?"); return false; } print("[KerbalGPS] Dormant Vessel, so nevermind..."); return false; } Works fine on ONE craft, but as soon as I hit "[" or "]" to switch to another craft CRASH! Log ends with: [LOG 14:59:37.420] [FLIGHT GLOBALS]: Switching To Vessel KC4-GPS ---------------------- [LOG 14:59:37.423] Packing Untitled Space Craft for orbit [LOG 14:59:37.425] [PlanetariumCamera]: Focus: KC4-GPS [LOG 14:59:37.433] Camera Mode: AUTO [LOG 14:59:37.457] [CHATR] Capsule starts the exchange... [LOG 14:59:37.485] [KerbalGPS] Dormant Vessel, so nevermind... [LOG 14:59:37.486] [KerbalGPS] Dormant Vessel, so nevermind... There are 3 receivers in on the ground at KSC, 2 on one craft, which is where I started, and 1 on a plane (KC4-GPS).
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This looks like a robo-post. In general terms it appears to be speaking about the manufacturing of semiconductors, as in transistors, or "chips" like CPUs or memory, however it has some of the grammar one might find on one of those sites that simply has pages with text spammed all over them (sometimes in the same font color as the background so you can't readily see it). In any case, it's not KSP related. Unless Mortimer has some sort of gray market semiconductor production going on in the R&D building to fund the space center.
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Docs suggest that foreach is to be avoided at all costs, so that and some pondering lead me to this public class KerbalGPS : PartModule { ... public static List<KerbalGPS> GPSReceivers = new List<KerbalGPS>(); ... public override void OnStart(StartState state) { if (!GPSReceivers.Contains(this)) { GPSReceivers.Add(this); } base.OnStart(state); } public void CleanUp() { if (GPSReceivers.Contains(this)) { GPSReceivers.Remove(this); } } } Then I check via if (GPSReveivers.IndexOf(this) == 0) to only respond to the first part. Works for 2 or more on one vessel, not so good for 2 vessels in the same area (like one on the pad and one on the runway) - so I still need to sort that out...
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So I was working on a GPS mod, reviving the work of @PakledHostage and one of the things I wanted to do was use the toolbar which as far as I know didn't exist when the mod was first conceived. Work went well and I got it working as desired, including changing textures on the button depending on if the active vessel had a receiver, if it was on or off, and if there were enough sats in "view" to get a position fix (min of 4 are required in the original mod). All was good.... until.... I introduced more then one receiver, and now the code gets crossed up a borked, breaking in various ways. It's easy enough to put in conditional statements that as "is this the active vessel", but what I can't get a handle on is what to do if there are multiple GPS receivers on the same active vessel. If for instance I place 2 or more in symmetry in the VAB or SPH. If anyone who, unlike me, actually KNOWS what they are doing... the code is here https://github.com/TedThompson/KerbalGPS - I'm hoping to have the game mechanics basically use ONE of the receivers and ignore rest - somewhat like MechJeb does. I took a look at it's source, but that code is so huge and convoluted I can't make head nor tails of it... TIA - hope here some ideas.
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Indeed, but can it actually land??
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And yet, on another forum, I used necropost and got several "I've never heard that before" replies....
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"what doesn't work"? My earlier idea about the cot not shiwing, which you had asked me to clarify. Nevermind, my idea didn't work, do let's drop that bit. The workaround for sounds does work, no question. And no I haven't posted it in the fire spotter thread because I only use it via this mid, so it didn't occur to me.
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For reference, necroing or necropost(ing) is the practice of replying to an old long dormant post. (He/she did say they were new, and sometimes forums such as these could use a glossary, one of the few things I like about this software now is how MM or VAB will automagically have definitions if you hover your mouse over them)
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Irrelevant :). I tried it and it doesn't work. I seem to recall a time (long ago?) When it seemed that the SPH assumed all thrust would be away from the door, and the VAB assumed all thrust was toward the floor. But that might have been as far back as .24 and no long seems to be the case.
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Sound issue work around. Install Camera Tools. Hit "Home" key to enter cam tools view, then hit "End" key to return to normal view, and.... Stereo engine sounds. As of this posting, a v1.2.1 compatible version of Camera Tools is stable here:
- 4,306 replies
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I'm not where I can try it so I'll ask, what happens if you turn the chopper sideways? So the rotor blades fade the same way a plane's engines would naturally? Or maybe open the craft as is in the VAB? It may not show cot because of an assumption about which direction the thrust is "supposed" to be facing....
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Version 5 Now Available! See OP Fixes broken textures on a few parts. Once again, please delete the original folder and copy this mod into /GameData
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http://sourcebox.federalproductions.com/KSP.kmz <- click and go, has the texture for all of Kerbin + placemarks for KSC, KSC2, Island Airfield and where the real KSC would be if it were at the same Lat/Long on Kerbin as it is on Earth.
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Kerbal x has a good plugin for uploading in game, I plan to make a few crafts for my trails mod, you might want to put a few working planes/choppers up too and link in your op. Just a thought. Times like this you can say, download blah blah from Kerbal x and see if you have the same problem. Might help.
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I'd love to see a post / tute / whatever describing how you created these.
- 27 replies
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- station screens
- kerbal hacks
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[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
tg626 replied to tajampi's topic in KSP1 Mod Releases
I've decided I'm going to start poking other coders about this: Next time you compile, please take a moment and update AsemblyInfo.cs with a line like [assembly: AssemblyVersion("2.1.12.*")] So when an end user right clicks the DLL and checks the properties they don't see version 1.0.0.0! Right now users should see v1.5.???.???, it helps at least some users such as myself to follow which version they have installed. (and yes, I do this on my own DLLs) -
[1.7] KVV - Kronal Vessel Viewer = Exploded ship view
tg626 replied to linuxgurugamer's topic in KSP1 Mod Releases
Yeah, dunno what to call it. There are three button at the bottom left, one shows COM, one shows COL. One shows COT. As in center of mass, center of lift, center of thrust. -
The only thing I've observed is that if you switch view back to the pad and the towers haven't been "cleaned up" by the game, AND you have 2 or more overlayed on one another (to have multiple arms along your rocket) they displace from one another as if the colliders are "pushing" them apart. AFAIK and IIRC they have always done that.
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[1.7] KVV - Kronal Vessel Viewer = Exploded ship view
tg626 replied to linuxgurugamer's topic in KSP1 Mod Releases
It also shows if you happen to have stock "show com" turned on.