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Rocketeer
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As a side note, it's better to do your count once outside of the loop as well as Initialize your loop variable, if you are looking to produce the cleanest fastest way to loop. Like this: var count = xxx.Count; int loop = 0; for(loop = 0; loop < count ; loop++){ } Geh
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Thanks, I'm looking through the scripts and replacing all references to SHIP: to vesselx: I hope it works Geh
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Hi guys and gals. I've been getting a strange error "Undefined Variable Ship" in one of my library files, I can't find anywhere that has Set Ship to or Local Ship, and the script runs fine when called on it's own. I'm not looking for support, just someone who might give me some other idea as to what to look for so I can debug it myself. Thanks Geh
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Retractable Clamp-O-Tron Jr.
genericeventhandler replied to Geonovast's topic in KSP1 Mods Discussions
If you use the flexible docking port jr, you can hide it in the nose cone and it will extend past when deployed. -
Are there any constellation mission mods?
genericeventhandler replied to Jhorriga's topic in KSP1 Mods Discussions
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And just as a bonus, there are other fairings in other mods but they sometimes are not in the correct category. @PART[*]:HAS[@MODULE[ProceduralFairingSide]] { @category = Payload } This fixes that, so all the fairings for the procedural fairings show up in Payload category. Geh
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This is the one that has the three bases and auto ajusts to the payload. And for the textures. Hth GEH
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Thanks for the clarification RoverDude, I was under the impression that you needed engineers as I never got any progress ;-) GEH
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Hi, As far as I am aware, you need kerbals, because it's hard coded into the dlls, ( USI and Extraplanetry Launchpads ). There is nothing to stop you creating a part with a resource converter to create the Material Kits and Specialized parts from raw resources. Here's one I knocked up, not tested. Geh @PART[*ISRU]:AFTER[Squad] { MODULE { name = ModuleResourceConverter ConverterName = MaterialKitsBuilder StartActionName = Build MaterialKits StopActionName = Stop MaterialKits AutoShutdown = true GeneratesHeat = false UseSpecializationBonus = false INPUT_RESOURCE { ResourceName = Ore Ratio = 0.1 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.5 } OUTPUT_RESOURCE { ResourceName = MaterialKits Ratio = 0.01 DumpExcess = false } } MODULE { name = ModuleResourceConverter ConverterName = SpecializedPartsBuilder StartActionName = Build Specialized Parts StopActionName = Stop Specialized Parts AutoShutdown = true GeneratesHeat = false UseSpecializationBonus = false INPUT_RESOURCE { ResourceName = Ore Ratio = 0.1 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.5 } OUTPUT_RESOURCE { ResourceName = SpecializedParts Ratio = 0.01 DumpExcess = false } } }
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Autopiliot mods BESIDES MechJeb?
genericeventhandler replied to LordOfMinecraft99's topic in KSP1 Mods Discussions
Hello, There isn't one simple solution for your request. So here goes. For planes For takeoff For docking you need Navyfish docking alignment and do it manually. I usually use IVA ASET with the Docking Port Alignment and a docking cam. it's really easy. I don't have problems with mechjeb myself, make sure you are using the latest version for your version of hope this helps KSP. Geh -
How to Re-Compile a Mod for 1.2.2?
genericeventhandler replied to hypervelocity's topic in KSP1 Mods Discussions
I recompile 1.3 mods for 1.2.2 regularly. The first thing you should do is comment out any errors, If you are lucky, then it should compile and work under 1.2.2, although any localised strings might not work at all, So edit anything that doesn't work with some psuedo strings. For compiling 1.0.3 to 1.2.2 most will work if you reference the correct dlls in your project, there are some changes in the api, so you will have to make a best guess at the extra values that you need to provide. The big problem is parts, I don't have the correct stuff or the knowledge to convert a part in one format to another format. Hth GEH -
Mechjeb can show you drag, But your best bet is to look in the part config for the off angle drag value. Are you building SSTO's? if so put foldable arrays in a cargo hold, or one of the nice Mk2 expansion service modules. There are also special solar arrays around that have shrouds that hide the drag while stowed. If you are doing 1km/s at 15km on kerbin, you don't need solar panels just then the alternator should be generating enough ec for you. Geh
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[1.12.x] Kerbal Launch Failure Revived
genericeventhandler replied to linuxgurugamer's topic in KSP1 Mod Releases
The problem is more to do with the static constructor, I'm guessing that it's passing in the ticks since the application started and not the number of ticks since 1970, the static constructor will always fire at the same time, unless module manager is slow for a while. I work with a developer who loves to put Random in unit tests, all his tests work on his machine, but don't work on the server. -
Help me understand : Exhaust effects
genericeventhandler replied to genericeventhandler's topic in KSP1 Mod Development
In my version of contares the engineID is there as ClosedCycle, the multi mode switching is working, just not the effects, I will try copying the effects and rename it when I get home, but as you say, that is a very sad thing. Thanks GEH -
Help me understand : Exhaust effects
genericeventhandler replied to genericeventhandler's topic in KSP1 Mod Development
\Contares\Parts\a5\E_ATV_Engine_4N