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dodrian

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Everything posted by dodrian

  1. I Nova\'s pack for the rockets as well. The attached has been my heavy lifter on any number of missions, and in fact is a bit overpowered to get to the Mun (though that can be useful if you\'re not very efficient in your flight path).
  2. I don\'t think that\'s the plugin— I think it\'s normal for inputs to be frozen momentarily when restarting a mission, or loading a new flight. You hear a sort of rushing sound at the same time.
  3. Yeah, I think I\'ve fixed the bug now, download 5.1 and tell me if that\'s better?
  4. For the time being, to avoid the bug, make sure you turn off dodADA (by pressing \'y\' again) before switching vessels. It\'s switching vessels (or crashing) with dodADA still on that\'s causing the bug. The good news is that now I know what\'s causing it I should be able to fix it!
  5. DS_STORE are files that a Mac adds automatically to folders. They\'re invisible to Mac users, but show up when a folder gets sent to a Windows computer. Sorry! It works the other way too—when I get zips from Windows they always have a file called thumbs.db.
  6. I realize that there\'s a bug in this version that means you might not be able to control the throttle on any ship after you\'ve landed (or crashed) in one of the ships with dodADA. I think I\'ve figured out what\'s causing that, when I figure out how to fix it I\'ll update again. In the meantime to get around the bug you must restart KSP. Annoying, I know, sorry :-[
  7. Things that fit in with stock parts, so, something like the ASAS (but much thinner), or something like a custom nosecone for the stock capsule.
  8. Thanks C7! The Unity input was what I was looking for, that\'s a big help.
  9. OK, added a new version and now you can choose which key to press to activate the descent computer. Pressing \'y\' by default turns on (or off) the computer, this can be modified in the part.cfg file. There are also several other options to modify in the part.cfg file, play around with them and see if you can arrange smoother landings than my defaults (make sure to try them on both Kerbin and the Mun, as well as with small and larger ships). I also added a GUI clue to tell you when the computer is on or not. Because of symmetry it\'s not perfect, but it\'ll do for now. Goal for Friday: add in full automation for the landing ;D
  10. To compile it you need a c++ compiler installed. But I\'ve attached a mac version anyway. Again, you have to put it inside the KSP.app saves folder (show package contents, etc), and you run it by right clicking -> open with terminal. I haven\'t tested it properly, but it should work fine!
  11. onPartStart()... that\'s called whenever the part is loaded? So, putting it on the launch pad, switching to the vessel from the tracking station, etc?
  12. Yeah, I have ideas about what to do to make it fully automated, it\'s a matter of figuring out how to code it (Remember, we still haven\'t received proper plugin docs from Squad yet, coding is a bit tricky at the moment and involves lots of guessing 8))
  13. OK, alpha v4 is now out, the descent is much smoother and the lander no longer throbs as much, and shouldn\'t bob up and down at all any more! Unfortunately, I ran into a weird bug when I restructured the code, which I haven\'t fixed properly. Essentially it means the tricks for easy takeoff posted above by Blinkin and RC1062 no longer work :-[ I think in the next version I\'ll put in a \'takeoff/abort landing\' button or something, which you press to get full thrust up and retract legs. But it\'s getting late and I\'ve done enough coding for one night, so that will have to come another day.
  14. What\'s the difference between: OnPartActivate, OnPartAwake, OnFlightStart, etc.? Basically, a part I\'m using needs to initialize some variables each time it\'s loaded. I\'m putting it in OnFlightStart at the moment, but I\'m getting some very strange behaviour which I think might be due to one of those variables not being properly initialized.
  15. OK! I figured out how to stop the throttle from throbbing and make a steady descent! I\'ll upload the next alpha version as soon as I figure out why the throttle occasionally sticks and won\'t let you take off :-/ Then it\'s on to making the landing fully automated!
  16. Here\'s the Makefile I\'m using, because I couldn\'t get things to compile with MonoDevelop :\'( If you know how to use a makefile it should be fairly obvious how to edit it to change the name of your plugin, and what to do if your KSP isn\'t in the Applications folder. PLUGINNAME = MyPlugin.dll KSP = /Applications/KSP/ DLL = $(KSP)KSP.app/Contents/Data/Managed/ REFS = $(DLL)Assembly-CSharp.dll,$(DLL)UnityEngine.dll OUTPUT = $(KSP)Plugins/$(PLUGINNAME) SOURCE = $(wildcard *.cs) all: gmcs -t:library -r:$(REFS) $(SOURCE) -out:$(OUTPUT)
  17. Well, if you model some parts you want to share, post them here (or message me) and I\'d love to include them with my plugins :-) Thanks for the warning, but I don\'t think it\'ll be a problem. Mine is more like ASAS, the part itself doesn\'t apply any torque to the vessel, it simply takes over the user controls. I stuck the code in with a set of landing legs, and it seemed to work fine when they were radially attached!
  18. It\'s alpha version 3 . I\'ll to proper versioning when I\'ve got a product I\'m happier to release That is the plan eventually, but first I need to make the throttle control smoother. Trying to think how I can do that...
  19. But if you do that, this only returns if the key is pressed down. I\'m looking for something to alert me if the key is pushed and released. I know in Java it was by registering something called a keylistener, does Unity have an equivalent?
  20. I\'m looking for three relatively simple models. One to attach on top of the command module (just like a parachute), one to put beneath the command module (like ASAS, but much much smaller), and one to attach to the side of a fuel tank, (like an RCS thruster). They should look like they contain a computer, so maybe an exposed circuit board, or some LEDs, or maybe a button or two. I\'d be happy to start with any one of those :-)
  21. I\'ve been using it myself, it\'s working fine. You have to put it in the saves folder though (right click on KSP.app, click 'show package contents', then put it in the saves/default folder, which has \'persistent.sfs\' in it).
  22. So far I\'ve only managed it by subclassing a part already using a key (Landing legs or ASAS). What\'s the best way to respond to keyboard input?
  23. I enjoy programming, but know squat about 3D modelling. I\'m looking to partner with someone who enjoys 3D modelling, but knows bupkis about coding. I\'m looking for a few \'computery\' models to distribute with my plugins (currently only a landing assistant, but hoping to make a few more). I want one along the lines of an ASAS, but much smaller, and possibly also alternative models for attaching atop the capsule, and one for attaching radially. Would anyone like to partner with me in this? Thanks :-)
  24. Ok, I added another part to the pack (and a sample craft file to go with it). You can choose to put either the dodADA, or the Automated Landing Legs on your lander. If you stick the Automated Landing Legs on your craft, then you should be able to use a normal ASAS also. The automated throttle control kicks in when you press \'g\' to deploy the legs. The downside is, once landed you can\'t take off again unless you retract the legs (might mean your engine hits the ground). Let me know if this works better!
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