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dodrian

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Everything posted by dodrian

  1. That\'s a good idea, will probably try that next. Unfortunately I\'m very busy with schoolwork this week, may have to put that off until next weekend. Thanks!
  2. After unarchiving the zip, the folder \'dodADA\' goes in the \'Parts\' folder, dodADA.dll goes in the \'Plugins\' folder, and TestdodADA.craft goes in the \'Ships\' folder. dodADARelease.cs is the source file, and not needed for the plugin to work.
  3. The source code is in the .cs file – because it\'s written in C#... I\'m compiling it from the command line using mono. I posted how in the Plugin Development Forum
  4. I\'m afraid for the moment it is. I\'ve made landing easier, but now it\'s harder to fly to your destination. Think of it as balancing 8)
  5. I want to do that, but it may have to wait until the official docs come out (and I finish my end of term essays ). Dunno. Try it and let me know :-) I understand completely, as stated in my first post the source code is part of the zipped download.
  6. Yeah, flying to the Mun with this was a lot trickier than usual . That\'s something I hope to fix when the official documentation comes out.
  7. Advanced Descent Assistant - alphav6 (Press \'y\' to activate throttle control, press \'u\' to add helm control) If you\'re like me, you probably have trouble controlling the throttle on your descent, especially when using the keyboard controls. There\'s nothing more infuriating than being meters away from touch down, accidentally throttling up too far and zooming away from the Mun! Well, those days are over! Presenting the fully-automated Advanced Descent Assistant! It replaces the Landing Struts, and by pressing \'y\' (can be changed in part.cfg) it controls throttle, bringing you down to a perfect touchdown. dodADA is intended to help you with the final descent. It assumes you are fairly on target for landing already, and you just need a bit of help for the final touchdown. dodADA can\'t make major course corrections, and may cause you to crash if you have too much lateral velocity! Name: Advanced Descent Assistant - dodADA Author: dodrian License: Attribution-ShareAlike, code included in download Project State: Alpha, v6 (13th March, 2012) KSP Version: Tested under .14 How to use: [li]Best activated while falling but still several hundred meters above Kerbin/Mun[/li] [li]You still need to steer! (but not anymore if you press \'u\')[/li] [li]Make sure the descent stage engine is already activated before turning on dodADA[/li] [li]Sometimes if you are several hundred meters up and descending slowly, the dodADA will not increase the throttle. This is normal, the throttle will kick in at a lower altitude[/li] Changelog alphav6 - Adds in helm control by pressing \'u\' alphav5 - Automated descent now activated on keypress. part.cfg has options for choosing which key and how fast to land. Added GUI clues. alphav4 - Removed ASAS module, code restructured, descent algorithm changed and is now much smoother. alphav3 - Now includes landing leg part which controls descent when deployed. alphav2 - Code changed to better follow plugin guidelines and made easier to read/modify alphav1 - Initial release! Development notes [li]Still very early development! Expect changes when official plugin docs come out[/li] [li]I plan to eventually make this a fully automated landing system[/li] [li]Would any part modellers like to create a custom model for this plugin? PM me![/li] dll, source code, parts and example landers included in download Let me know what you think!
  8. Make sure you have Mono. I also have the Apple developer tools, but I don\'t think those are essential. I took the source Cephei\'s Solar Panels and put them in the main KSP folder in three files, SolarPanels.cs Battery.cs and IonEngine.cs. Open the Terminal, navigate to the KSP folder, and use this command: gmcs -r:KSP.app/Contents/Data/Managed/Assembly-CSharp.dll,KSP.app/Contents/Data/Managed/UnityEngine.dll -t:library SolarPanel.cs IonEngine.cs Battery.cs -out:Plugins/MyPlugin.dll You should now have MyPlugin.dll in the plugins folder! Hopefully anyone with even a little background in developing on a Mac (like myself) should be able to figure out stuff from there :-) *Disclaimer*: I\'ve never worked with Mono before, I just mucked around until something worked. I\'m sure there are lots of ways to make this more streamlined/easier to develop with, Mac developers please add tips and tricks!
  9. I compiled a Mac version based on the source in JellyCube\'s first post. I can\'t test it properly because being in low-bandwidth land this week means I haven\'t been able to download KSP yet... but a few simple tests show that it\'s working. To run it, stick it in the folder with the save file, right click (or hold ctrl and click) the program, and select 'Open With->Terminal'. Please let me know if this works for you! *Usual disclaimers: Back up your save file first or risk breaking it, be careful about programs from an unknown source (i.e.: me, teehee), I give no warrantee nor guarantees that this will work or not harm your computer*
  10. I\'ve had to come to terms with the fact that I\'ll never be an astronaut... But KSP keeps me dreaming about the sky :-) Keep up the brilliant work! Bring us those stars!
  11. I love it! Especially the cage bit at the end.
  12. There\'s probably a better number for a re-entry support. The re-entry one should really set you into a highly elliptical orbit with a perigee of about 50K for aerobraking. The problem with the one at 70K is you fall straight down, meaning you re-enter at huge speeds and pull serious Gs when you hit lower atmo. I\'ll let someone else play with the numbers though, as it\'s time for bed here in London! I\'d guess it\'d be nearer the synchronous orbit than Kerbin.
  13. Here\'s how you do it: Create a copy of the folder containing the part. Rename the folder to FAKOOM_instantEscape, or whatever you like. Edit the part.cfg inside: Change the node_attach to what I mentioned in my post. Change the line beginning with \'title\' to a better title. Change the line beginning with \'description\' to a better description. Voila! A new part alongside the old one!
  14. OK, figured out Re-entry, escape, and Mun Open (or duplicate) FAKOOM_instantKSO, open part.cfg Find this line: [tt]node_attach = 300, 28684000, 0.0, 1.0, 0.0, 0.0[/tt] Replace with one of the following: Re-entry: [tt]node_attach = 300, 700000, 0.0, 1.0, 0.0, 0.0[/tt] Kerbin Escape: [tt]node_attach = 300, 40000000, 0.0, 1.0, 0.0, 0.0[/tt] Munar capture: [tt]node_attach = 300, 36750000, 0.0, 1.0, 0.0, 0.0[/tt] (sends you to about 30k from Mun, you need to burn to go into a stable orbit though).
  15. Escape velocity would just be taller than the one for a synchronous orbit. To test re-entry, put it at about 70k. What would impress me would be one that is just the right height to throw you into the sphere of influence of the Mun Great work foamy
  16. Thanks The large Concorde can just about make it to the large island to the north-east of the launch site. I managed to fly the smaller one around the same island and back to the space center with fuel to spare. I even landed it on the runway (see attached). Hey, any landing you can walk away from, right 8). The look on Bill\'s face kinda says it all.
  17. I was surprised that I couldn\'t find any posts trying to recreate Concorde. So I made my own! I attempted to scale the small one as close as possible to this page, given part size restrictions. I wasn\'t as patient when I tried to recreate it with the larger cabin, so I just made what I thought looked good. The smaller one should really have four engines They both fly surprisingly well, the large one needs strap on solid boosters to help with take off (you can remove them, but then you need to do some aerobatics before she\'ll fly the right way up). Both can hit well over mach 2 (~590m/s) at 15000m (proper cruising altitude). The smaller one has way larger range. Add-ons: C7 + hardpoints + experimentals TiberDyne Would love to see other people\'s recreations
  18. I was inspired by your carrier designs, the Zephyr is great but has a tiny deck, the Hermes looks fantastic, but too laggy on my laptop :-( So I made my own! It needs: C7 + Experimentals + Hardpoints (click) HSTW Amphibious Gear (click) TiberDyne SBS and Aux C7 (for the launch stand, click). TheMattyPrince\'s flight deck (first post of this thread) It takes off fairly well and flies OK. A bit tricky to land on water, as it doesn\'t have a good glide ratio, and if you land too hard the bottom engines break off. The jumbo wings separate so it stays in the water. Carrier needs to be travelling just under 50m/s when you take off from it, to make landing again easiest. It could probably use a few more struts to stop certain deck plates from wobbling, but over all I\'m very pleased with my first carrier :-)
  19. Partly inspired by the El Reg LOHAN project, rockoons (or ballockets) in general, and especially Orbital Airship skyplatforms, dodrian Aerospace Industries (dAI) were keen to start research on these technologies for future Kerbal missions. After a major setback (discovering dodrian Aerospace Industries Chief Acquisitions Officer had used all the helium for his daughter\'s fourth birthday party), dAI plowed on and developed concept craft M.Y.P.A.N.T.S. (Midair Yacht and Parachute-Assisted Nano-Tower System). M.Y.P.A.N.T.S. is a midair launch platform for spacebound vessels of up to a full several meters in height! Major technological advances in S.H.O.R.T.S. (Super High Opening Retro Trawling Spandex) allows this platform to be deployed at altitudes of up to 10000m! While not really having any useful purpose at the moment, M.Y.P.A.N.T.S. is paving the way forward for mid-air launch platforms! Without further ado, presenting M.Y.P.A.N.T.S., featuring S.H.O.R.T.S.: M.Y.P.A.N.T.S. on the launchpad. Stage 7 M.Y.P.A.N.T.S deploying S.H.O.R.T.S. (Super High Opening Retro Trawling Spandex) Must be done just as vertical speed passes zero. Stage 6 M.Y.P.A.N.T.S with fully deployed S.H.O.R.T.S. Payload fairings blown (stages 5 and 4), rocket resting on the nano-tower Rocket escaping M.Y.P.A.N.T.S (stage 3) Attempted powered landing Failed powered landing (cannot pilot and take pictures at the same time). All Parts are from Silisko Edition, custom S.H.O.R.T.S. part included in download (it\'s just a stat-modified MK32 nosecone parachute). Anyone wanting to retexture S.H.O.R.T.S. to look like upside down y-fronts is most welcome . Alternative download is M.Y.P.A.N.T.S. to work in Silisko edition without S.H.O.R.T.S. add-on part, but M.Y.P.A.N.T.S. cannot be used above 500m without S.H.O.R.T.S. I realize custom parts would make for a much better M.Y.P.A.N.T.S., but I\'m afraid I don\'t know how to create models!
  20. Oh right, found it, thanks! The alphabetisation had put it in different place to the parts, and I didn\'t think to look there. Awesome 8)
  21. I really love these models, but can\'t seem to attach the capsule engines without them blowing up whenever I activate the stage, and I can\'t find the .craft files people are talking about. Can someone point me in the right direction? Thanks!
  22. dodrian

    Hello!

    That\'s ok, using C7\'s mega thrusters is also lots of fun
  23. dodrian

    Hello!

    I\'ve been watching this site for quite a while, started playing when the Mac version was released and was hooked on my first launch! I\'m very excited to see this game developing, and .12 convinced me to pre-order :-) Currently most looking forward to animated wheels that don\'t blow up when they touch the ground dodrian
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