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Lucerro

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Everything posted by Lucerro

  1. well that sounds kinda unpleasant....guess for atmospheric drones anyhow its kinda a no go or did i mistake difficult for "impossible" lol , but if i understand correctly it could be effectively done as long as theres no in-atmo flight? difficult meant i'd have to keep the main craft within 2.5km of the drones correct (in atmosphere that is)
  2. So I got an idea for an addon part that basically houses 4 small atmospheric drones that can be given a set of coordinates via a simple gui and launched in flight to carry out a task once at the location (essentially a less tedious way to do those get temps, scans etc. at above/below "x"meter altitude contracts) I got the modeling and animation portion well in hand but my C# is really weak, Python and melscript is about the extent of my coding skills. I've tried searching around and KoS autopilot leads me to believe its possible but I am really looking to make a simplified version where Lat, Longitude and target altitude are set for each drone, no plans for them to land as of yet. I plan to have the drone launcher part with a selectable payload attribute in the VAB and a limited range as well (will be using firespitter as the drones are basically a single prop surrounded by a small aerodynamic fuselage containing fuel and w/e sci loadout is needed), not trying to make it hyper edit easy or anything just trying to make it a little less tedious. So my main question is if it is even possible within atmosphere? and secondly if so any pointers toward the right direction would be super appreciated. I know its probably ridiculously ambitious but I'm a quick learner and love a challenge (as long as I know it is possible lol) If it is possible and within my ability I would like to implement a karbondrum scanner loadout to work with rover dudes stuff for resource hunting as well as an orbital version for multiple location missions where the is no atmosphere. also, and i'm pretty sure this is askin too much , but a camera feed from each drone would be freekin sweet as well but feeds from 4 separate vessels is something i think would surely kill a 32 bit ksp lol edit: roughed in a quick mockup of the part, real rough lol its got a few VFX demoreels and a couple modeling minireels but they havent been updated since early 2011-ish and its mostly Final stuff from College that I had to whip up in less than a month due to a major computer meltdown but most of the stuff there is still decent imo anyway, got a resume with imdb cred there as well
  3. yeah, ii have wrestled with that thing so many times now but somehow i managed to get it working, and I know it shouldn't make any difference but i rearranged the code so it all sits in one long line rather than being formatted nicely and miraculously it works now lol so when its setup like this... it crashes upon loading but when setup like this it works just fine, no clue why....
  4. having problems with the resource definition , firespitter.cfg (for the fscoolant resource). For some reason whenever that file is in its place, firespitter/resources the game loads up to the start screen and then crashes to desktop, I have dug through all my other mods and have tried different sources for the cfg file even though the code is always the same. All i want it for is a few parts if noone has a fix or reason why it would cause the crash, is there a way to eliminate the need for the resource, say replace it in the part cfg with intake air or just remove that as a propellant altogether? Basically I am just tryin to get the heli from the KOS orbiter pack working but the game just refuses to start as long as that resource definition is present. any help would be greatly appreciated, Thanks in advance!
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