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MatterBeam

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Everything posted by MatterBeam

  1. I applaud the idea, but I see it being a huge amount of work. Also, it seems few people care much about the cost of parts. How much work will it take you to implement?
  2. Installed it just like I did in 9.0 On a clean game, I put Kopernicus and RSS only. When I loaded the game, the Earth and Moon are the correct sizes and distance from each other. However, even with terrain detail at maximum, I couldn't click on any KSC building.
  3. Edited the post. No power output, no waste heat, radiators at normal temp, the turbine spins up but produces no thrust while consuming no IntakeAtm
  4. Hello. Sorry, I had this problem with all reactors: Found the output log: Mediafire link It's 10MB long, but the majority is this: (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at OpenResourceSystem.ORSPartExtensions.GetConnectedResources (.Part part, .PartResourceDefinition definition) [0x00000] in <filename unknown>:0 at OpenResourceSystem.ORSPartExtensions.GetConnectedResources (.Part part, System.String resourcename) [0x00000] in <filename unknown>:0 at OpenResourceSystem.ORSResourceManager.update () [0x00000] in <filename unknown>:0 at OpenResourceSystem.ORSResourceSuppliableModule.OnFixedUpdate () [0x00000] in <filename unknown>:0 at FNPlugin.InterstellarReactor.OnFixedUpdate () [0x00000] in <filename unknown>:0 at FNPlugin.InterstellarFissionMSRGC.OnFixedUpdate () [0x00000] in <filename unknown>:0 at Part.ModulesOnFixedUpdate () [0x00000] in <filename unknown>:0 at Part.FixedUpdate () [0x00000] in <filename unknown>:0
  5. Project on hold until I become a C# wizard.
  6. I found a free .dll decompiler and opened up your mod. Well, I found a few .cfg files, many .png/.mu resources and one .ddl There are very few options in the .cfg files, all related to how much the Konstructs look like and two lines on how much they cost. The .png/.mu files... well, I'm not making new models. Now onto the .ddl..... suffice to say that it's hundreds and hundreds of lines of something I don't understand, structured in groups and tens of subgroups with mysterious, repetitive structure. I'm going to put my project on hold for now.
  7. The reference is lost on me, but thank you for your support.
  8. Hello. Testing this mod, even with setting higher than I usually play with (terrain detail to high and so on) places the entire KSC under the ground. I can't see or click on any of the buildings, but if I move the camera around, the terrain glitches and transparent bands appear allowing me to see the KSC under the ground. I'm using the dev build with kopernicus on a clean install from 14/05
  9. If it's atmospheric, it has to be streamlined. If it's atmospheric, and designed to be flown from the ground, up into space, then re-enter, it must look like it has some sort of thermal shielding. Basically, take your pick of stock Mk1/2 textures, make a dark pit for the intake and have your pick of protruding tank colours. If you want warning signs, how about a "don't climb into the intake, Jeb" warning triangle, eh?
  10. I still haven't found out how to implement a custom point system, so this will have to sit on hold.
  11. It's currently exams period, so this project is kind of on the back burner. You are right though, being as specific as possible is very important. Currently, I'm investigating different solutions. As for the technical skills, it is one of my criteria for selecting or eliminating possible solutions. I already know that the most straightforward solution is collecting some 'API documentation', sitting down, and churning out code. However, since I can't do that, I'll have to find tools built by others and try and modify their settings to behave the way I want. Like you Kerbal Konstructs, if everything works out
  12. Do I need only the .dll for kopernicus to work?
  13. If I use this to start setting up a Remote Tech constellation just around Earth's orbit, will it be broken by future updates for the rest of the Solar system?
  14. Problem is, I have zero content right now. No solid responses to the threads I posted on Plugin help or add-on development. I'm currently just defining my objectives and the steps to accomplish them more and more accurately, while selectong the easiest ways to accomplish them by gathering onformation on similar, related, work
  15. Depends on the ISP. If it has low values, most of the payload will be fuel. Another thing is modded games such as Real Solar System. Having huge rocket engines is actually a big help.
  16. I'm very very sorry, but just what is a pull request?
  17. Hello. I have an ongoing project, here. One of the objectives is to stop the player from buying an infinite amount of fuel using Funds, but instead force the player to have a limited pool of resources he would buy from with custom Resource points. In one of my threads, here, it was suggested I use your 'Working' Fuel tanks as a starting point for what I am trying to do. If you could comment of whether these are possible using your mod, and maybe point me in the right direction on how to configure your mod to be able to do these, that would be immensely helpful: -Disallow the player from spawning fully fueled spacecraft -All the player to refuel the spacecraft only on the launchpad/runway. -Allow the use of custom Resource points instead of Funds as currency for refueling. Answer here if you wish to continue the conversation this way, or by PM.
  18. Thank you. I'll get in touch with the author.
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