Snoopy 20111
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It definitely takes a lot. I believe it's somewhere in the ballpark of 8,000 m/s to get into "low sun orbit." If you love Nuclear or Ion engines it shouldn't be too tough.
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Thank you guys! That was my whole intention with this mod, to fill the gap. Protip: there is, in fact, such a thing as "low sun orbit."
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Mainly that, yes. There's also an image of Solaire on the spacecraft. I thought they showed up more, so they weren't meant to be hidden. Nothing is inherently wrong with it, and that's the point. Let me explain: The involved character, Celestia, has an image of the sun on her flanks. This leads to the cross reference joke of "Praising the sun." Thus, it's implied that, since I said that some "might get angry" or say "KSP is ruined for them," that the image is offensive or p***ographic.
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Glad it became a little unintentional easter egg. \[T]/ If only I could be so grossly incandescent...
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Understandable. I suppose I should clarify.
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Sorry to disappoint. I just had to address it because I foresaw at least a few comments about "Brony trash" like on the MLP flag mod.
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I discovered I have to 'publish' the mod for it to become public. It was a rookie mistake on my part. The link should be working now. Again, sorry, it should be working now. The mod adds two instruments (lower and higher tiers of the same basic function) which only function while in orbit over the Sun and within 10,000,000 kilometers of it. The two parts are modeled after the Heliospheric Magnetic Imager and SECCHI Scientific Suite respectively. It's relatively simple stuff which could be expanded upon, but amazingly I haven't seen any mods of this kind.
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Salutations! May the sunlight always be upon you! This small mod adds a couple new scientific instruments (such as the one pictured here) which do science specifically around the most wondrous body in the Kerbol system. Both of these instruments are based upon instruments currently aboard the SOHO and STEREO spacecraft. It also adds a few new flags. To install ​ Like most other mods, simply download the linked file, unzip it, and drop the folder it gives you into Kerbal Space Program>GameData. Notes: Don't expect massive things from this mod. I'm only a high school student with about a couple years of modeling experience as of this time, so I'm not exactly the most proficient. The code is simple, and the textures may leave something to be desired. That said... This project is up for adoption. I've spent too much time working on this and wish to do other things. If there's anybody out there who feels this project has promise, I will gladly provide all related files, including models, Unity files, Photoshop documents, etc. One of the flags in here may cause some players to become violently angry. They may also claim that "this mod ruined Kerbal Space Program for them." If you have your worries, go into GameData>Solar Science>Flags and delete "Celestia.png." It's merely a flag of the My Little Pony Character, Celestia, raising the sun. There is nothing inherently offensive or illicit about it, but some folks have adverse reactions to My Little Pony. The Source Code, models, and textures are provided. These are provided in .cs, .fbx, and .png formats, respectively. By the license, you can do anything you please with them as long as you don't profit and you give credit to me. Preferably, this would amount to mention of "Snoopy 20111." Remember to Praise the Sun! ​ Download it here This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License The source code is provided under Solar Science>Plugins as SolarExperiment.cs The models and textures for each instrument are also provided under their appropriate folders in FBX and PNG format respectively under Solar Science>Parts>Science
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I apologize, I should have specified. The part does show up in the game, and the Animation plays when you activate the action group. When testing the part with ModuleScienceExperiment rather than this, it works fine, alibi separate from the animation action group. However, using SolarScience instead shows only the animation action group in game, leading me to believe that module is not being recognized as even existing and therefore just nixed from the game. Currently the plugin is only a .cs file in Gamedata>MyModFolder>Plugins, and I think I have to end up with a .dll instead, but I don't know how to do that, nor do I know if it's necessary.
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Hello folks. I'm very new to the coding scene straight from modeling, and I'm just doing some tests to help me with a future "Solar Science" mod, intent on at least partly reproducing the instruments on the SoHO spacecraft. Anyways, being a man of very little coding ability, I found the below script from the user Ethernet here, and I wanted to change it to suit my needs. My goal is to seclude my experiment to only being usable around Kerbol, and if possible add something about only using it when below a certain height from it. Ideally with a couple string changes this could be reused for any specific celestial body, but that's besides the point. Under the C# is how it is in the part.cfg file currently, which isn't showing any signs of working. I also included the (working) animation module above it in case there's any connection, since I want the test object to play the animation, run the experiment (if it's over the sun, otherwise display the other result), and then, upon activating the action group, retract. So, what do I do from here? What format does the plugin have to be, and where do I put it? What edits to the code must be made for this to function? public class SolarExperiment : ModuleScienceExperiment public bool checkBody() { if(vessel.mainBody.name == "Sun") return true; ScreenMessages.PostScreenMessage("This experiment only operates around Kerbol!", 3, ScreenMessageStyle.UPPER_CENTER); return false; } new public void DeployExperiment() { if(checkBody()) base.DeployExperiment(); } new public void DeployAction(KSPActionParam p) { if(checkBody()) base.DeployAction(p); Part Config: MODULE { name = ModuleAnimateGeneric animationName = expandDong startEventGUIName = Deploy endEventGUIName = Retract } MODULE { name = SolarExperiment experimentID = HMI experimentActionName = Record Images resetActionName = Delete System 32 lol useStaging = False useActionGroups = True hideUIwhenUnavailable = False xmitDataScalar = 0.5 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.2 rerunnable = True }