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Everything posted by blowfish
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The last time I checked, the documentation you linked hadn't been updated to 1.0 yet, so it's somewhat out of date. Most of what's there is accurate though. If you use Visual Studio for plugin development, you can at least see all of the declarations in the object browser for the updated DLL, though of course almost none of it is documented. If you use MonoDevelop I'm not sure what the equivalent is. Finally, KSP is not open source, though all addons for it are (and they're a great place to find example code).
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Creating a new building for the KSC
blowfish replied to simon56modder's topic in KSP1 C# Plugin Development Help and Support
I don't believe the stock code that makes this happen is accessible. That being said, you might be able to rig something to make this Kerbal Konstructs allows the placing new static instances. If you could write some code to detect clicks on these instances in the space center scene, you could use that to open a UI. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
blowfish replied to bac9's topic in KSP1 Mod Development
No, these do not require FAR -
[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
blowfish replied to AlphaAsh's topic in KSP1 Mod Releases
I have no idea if any events are triggered on a database reload in the stock game, but if ModuleManager is installed, then its database reloads are very easy to detect. It will call any static method called ModuleManagerPostLoad, or any instance method with the same name on active MonoBehaviour objects.- 872 replies
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
blowfish replied to Nertea's topic in KSP1 Mod Releases
Reaction Wheels -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blowfish replied to ferram4's topic in KSP1 Mod Releases
They need to be in separate FARAnimOverride nodes.- 14,073 replies
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- aerodynamics
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
No, it works fine with FAR, because FAR re-voxelizes during animations.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
My art skills are pretty limited, and I've got enough part models sitting around that I need to finish. And as far as my role in B9 goes, I'm really just managing the maintenance port, not adding anything.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
Just a PSA: The landing gear are somewhat incompatible with stock aero. The new stock drag system requires drag cubes to be defined for the deployed and retracted states, and this is managed by the stock wheel module. So because the landing gear use FSwheel, and because I have no way of actually creating the drag cubes, they will always have their deployed drag. Since the landing gear are going to get legacy status anyway, I'm not going to devote resources to fixing this.- 4,460 replies
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
blowfish replied to bac9's topic in KSP1 Mod Development
No, it does not depend on anything in regular B9 Aerospace mod. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
blowfish replied to AlphaAsh's topic in KSP1 Mod Releases
KK statics are defined by cartesian x,y,z coordinates rather than latitude/longitude, so no, the information doesn't exist in the mod folder (unless you want to do some trigonometry).- 2,488 replies
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- launchsites
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
blowfish replied to Nertea's topic in KSP1 Mod Releases
The SCIMITAR has the same air-breathing Isp as the stock RAPIER, and the BROADSWORD has slightly better. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
blowfish replied to AlphaAsh's topic in KSP1 Mod Releases
They are not. To my knowledge that would be exceedingly complicated and time-consuming to implement.- 2,488 replies
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
blowfish replied to K.Yeon's topic in KSP1 Mod Releases
In 1.0.x the CoM of the jets has been offset so that it's actually in front of the engine nozzle, as it should be. Not sure how reasonably it is placed though. -
Yes, that's it. Notice that engines which do vector in real life (e.g. F119, AL-41) keep that vectoring capability.
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
The simplest way I can think of is to install Modular Fuel Tanks, and if that's not already set up for Interstellar it should be pretty simple. Unfortunately the Firespitter fuel switch module isn't very easily adjusted across many parts.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
ctrlSurfaceArea is a fraction of total area, per Porkjet's post. I agree that having at least reasonable values for the legacy parts is generally a good idea. The one thing I wouldn't worry about at all is cost.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
The procedural wings appear to follow the Porkjet formula pretty closely. It doesn't account for thickness, but neither does FAR (which overrides all of the wing masses). - - - Updated - - - Also, don't worry about the wings too much. Per discussions I had with bac9, they will eventually be moved into a legacy parts pack, since the procedural wings make them largely unnecessary. Same goes for landing gear (BD's adjustables are much more versatile), and eventually the mk1/2 parts once the new ones are in a functional state.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
Sounds good. If they both have the same area then it's probably just a mistake. The best reference for stock wing values right now is this post by Porkjet. Do the stock wings not follow this relationship?- 4,460 replies
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
blowfish replied to K.Yeon's topic in KSP1 Mod Releases
The tanks use Firespitter fuel switch. The Firespitter plugin is probably installed incorrectly.