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Xyphos

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Everything posted by Xyphos

  1. there's no native or easy way to determine what is a "tank" and what isn't, considering the number of resource containers that exist, including batteries, cockpits, etc... that's a lot of work, both on my end, and the end-user's computer. in other words, it's extra unnecessary code. omitting the the root part would actually make every smaller and simpler.
  2. yeah, that's too complex for something so simple. how about we just ignore the root part, since that's the only one set to heavy
  3. with this mod, only the root part would be set to heaviest. the parts connected to the root part will be set to root part, all other parts are set to grandparent to form a "wire mesh" and hold it together.
  4. correct. you can override once the part is placed, but if you remove it and place it again, it's likely to persist because there's a check to see if the autostrut mode was already set. honestly, I don't fully understand why you would want to override, tho? a grandparent mesh is structurally secure. remove the dll? I haven't made a UI toggle, and I might not at all, unless more people request it; it wan't intended to be disabled.
  5. This is a Quality-Of-Life mod, Automatically sets AutoStrut modes and other part options as you build your vessel. This mod has a GUI for better control how it behaves, or can be left to "Automatic" operation if you want to set & forget "Automatic" mode will: Set the root part to the Heaviest part, left alone as a bug prevention; "Heaviest Part" may cause problems. All parts connected to the root part will have AutoStrut set to the root part, All other parts will be set to Grandparent part and form an AutoStrut mesh. Sept 30, 2019 - UPDATED to v3.0.0.0 for KSP 1.7+ Added "Same Vessel Interaction" support. Re-worked the Robotics Compatibility; Both Breaking Ground and Infernal Robotics will be compatible with this mod; Robotic parts and parts attached to Robotic parts will have their AutoStrut modes turned off to allow movement and Same Vessel Interaction turned on to allow for collision. Download from SpaceDock Source Code on GitHub CKAN release available, but I don't control CKAN so it might not be updated often.
  6. Nevermind, I figured it out and released the mod. https://github.com/Xyphos/KSP_FullAutoStrut/blob/master/FullAutoStrut/FullAutoStrut.cs
  7. they're not firing for me... strange. /// <summary> /// Called when this module is activated. /// </summary> public void Start() { GameEvents.onEditorPartPlaced.Add(OnPartPlaced); } /// <summary> /// Called when this module is deactivated. /// </summary> public void OnDisable() { GameEvents.onEditorPartPlaced.Remove(OnPartPlaced); } /// <summary> /// Called when a part is attached. /// </summary> /// <param name="data">The data.</param> public void OnPartPlaced(Part data) { ScreenMessages.PostScreenMessage("PartAttached()"); The screen message is never displayed which means the method isn't being called.
  8. I already searched KER, found nothing of the sort, just part sims fetched from the vessel itself
  9. not sure how to use that... I'm sorry, I'm fluent in C# but I also have a learning disorder. I learn best from examples and hands-on rather than documentation and study
  10. I'm writting an editor plugin and I need a method invoked everytime a part is attached, i'm not sure how to go about do it.
  11. not quite correct, not quite incorrect... doing a burn straight up costs more DV due to gravitational energy losses (See the second law of thermodynamics) doing a horizontal burn would almost eliminate that energy loss, but you'd have to compensate for gravitational forces, so for this situation, it's a bit too late, missed the launch window, tho you could still apply course corrections mid-way. OP: The word "efficient" can be loosely translated as many categories; for fuel efficiency, a low-mass vessel with high delta-V would be best, for example, launching an ion chair from the cargobay of a space plane in LKO for cost efficiency, your vessel would cost as little as possible to produce, and be fully reusable in order to recover production costs when the mission completes for part efficiency, your vessel would use fewer parts and/or low-tech parts. however, most people tend to go for fuel efficiency, because not having to haul unnecessary fuel mass would make the mission go more smoothly.
  12. ever since take-two took over, development has in fact slowed. I noticed that too.
  13. known bug in 1.3.0, it does it to me too, it should be fixed in the next update.
  14. @OHara - thanks for your input, a simple .cfg patch fix has corrected the problem without a .dll (sorry @Alshain) https://spacedock.info/mod/1471/Drill Action Fix
  15. thanks, and that forum thread has given me enough insight to create a simple .cfg patch to fix the problem without a .DLL https://spacedock.info/mod/1471/Drill Action Fix
  16. Kerbin, it's easy to get to, just launch a vessel, go EVA and you're there. Second Favorite is Jool, it's a great place to learn about gravity assists. Orbital speed for Gilly is 33 m/s - you can land and return quite easy while EVA, no ship required unless you're there for refueling
  17. in the editor, press the X key to switch between symmerty modes.
  18. Ever since the multi-language update, the action to deploy and retract drills have gone missing. further investigation showed that the animations were moved to ModuleAnimationGroup and the KSPAction attributed methods have been eliminated. below is a picture from a fresh new installation, first start-up, no mods. these actions were very important to me because I really don't want to have to right-click on each drill, and for my mining outposts, I have a lot of drills.
  19. @sdj64 - I did it on Hard, mission report is found here: Does this mean I get an "Expert" status?
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