Aelixander
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Update: Thanks to some help, things are under-way again. But, I do have an idea to possibly simplify something: How would I go about, without using custom resources, create 'exclusivity'? Like... You cannot use part A without part B being in the ship? Then if you take off B later, it gives a wanting that parts wont work (like if you launch without controls, etc.) Or, is that over-thinking things? Basically, what I am thinking about doing is: making a command pod, which will have all the base code of what I want anti-gravitons to do (spread through all the parts of the attached ship, decay, etc.) -- but, some how, make the anti-graviton generators, not be able to turn on unless the command pod, or a drone pod (or some other part - a "gravity computer" etc.) is attached as well. Thoughts? Comments? Helpful code? Please. And thank you! - A
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Plugin for "all parts" on ship?
Aelixander replied to Aelixander's topic in KSP1 C# Plugin Development Help and Support
I am making a set of anti-mass parts. And so far they work great!.... except it only reduces the mass of parts I can get my anti-mass resource into. Which is why I want to just put that resource (starting at 0, tweak = false) on every part. And why the capacity of the resource needs to be equal to the mass of the part. http://forum.kerbalspaceprogram.com/threads/135861-Making-Anti-Mass-Parts-%28help%29?p=2262166&viewfull=1#post2262166 -
Okay all, so... I still need a lot of help, but I have gotten some. So here is what I want to do, and what I have done: Anti-Mass Generator "Graviton" - Radially Mounted Part (Alpha Done) - Creates negative-mass resource "AntiGravitons" (Done) Anti-Mass Plugin - Adds a non-tweakable AntiGravitons resource to all parts (with a capacity = mass) With these two bits, we have the core of the mod done! Extra (round 1) Resource Decay - Makes the AntiGravitons 'decay' - so ships will gain mass back if they are not constantly spending energy to make more AntiGravitons. -- This is a plug-in so the decay can't simply be ejected away. AntiGravitons "Holding Tank" - with this part the "Decay" above can be off-set since the tank will hold extra AntiGravitons and spread them to the rest of the ship, so you can turn off the generators for a while and not instantly start getting heavy again. - these are in-line. [The first of these is in Alpha] Extras: (round 2) AntiGravitons Engine; - consumes AntiGravitons and points "Up" - high degree of gimble (45 degrees). -- Story-wise it projects a black-hole above it, re-defining what "Down" is and the ship falls "up" AntiGravitons RCS; - consumes AntiGravitons - has a high degree of gimble (180 degrees) -- preferably, it clamps directly atop a generator. And there it is, the 6 basic parts I'm wanting to make with this mod. I want to make sure the code works well, before I start to break out Blender, Unity, and Photo-shop. Besides, I need more help with code. Anyone willing and able to help, please post below or send me a private message. Thank you, - A
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Plugin for "all parts" on ship?
Aelixander replied to Aelixander's topic in KSP1 C# Plugin Development Help and Support
I want to add a resourse tank to every piece of my active ship. Its capacity is equal to its mass. -
Resource Decay
Aelixander replied to Aelixander's topic in KSP1 C# Plugin Development Help and Support
Nope =( -
Resource Decay
Aelixander replied to Aelixander's topic in KSP1 C# Plugin Development Help and Support
I'm working on an anti-mass set of parts, and the idea is that without maintainance (the generator being 'on') the artificial particles decay. -
Resource Decay
Aelixander replied to Aelixander's topic in KSP1 C# Plugin Development Help and Support
Ill be happy if it cant be sabotaged though parts ejection, lol. -
Hello there! I am making a mod that adds a new resource to the game. And while I have successfully implemented that - I have a desire to complicate matters further. I would like the resource to 'decay' after a while. Now, this can easily be faked by having the parts that generate it, also have an always-on generator set to a negative value (thus always consuming it)... However, that's too easy to eject or otherwise render moot. What I would really want is to have this resource decay on its own, without the need for parts to fake it. Any advice? Thank you much - A
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Hey there. I am looking to add a plug in that adds a resource tank to all parts on the ship. With a capacity equal to their mass. Ideally, these would be invisible except on a few parts that I build. Why? I am working on an anti-mass set of parts, and while they work well on their own - it only works for the parts that have access to the negative-mass resource. This is why I need the plug-in to add it to all the parts on my ship. Ideally, not every part would show this tank - and would simply work when used. Thanks, - A
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Well, the easy part is making the cfg. EXPERIENCE_TRAIT { name = Robot title = Robot desc = Pilots provide assistance to living Kerbals. EFFECT { name = RobotSkill } } The harder part comes from making the dll that defines RobotSkill. And what Robot's do will be based more on the gear they carry. Some gear will need RobotSkill to use...
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Not bad. Just a matter of buckleing down and doing it.
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I have been trying to figure out something, but I cannot for the life of me. I am making an anti-mass part mod. I have successfully added my "Anti-Gravitons" new resource in the mod. It works great, but only for parts that hold it... I would love to have every part on my ship have an (invisible?) tank of it, with a capacity equal to the parts mass. Secondly, I'd love for my resource to 'decay' I can mimic this in a part (a generator that outputs negative value on the resource), but with parts they can be damaged and ejected and thus the decay would end... which is why I was thinking of having this effect be part of a cfg or dll. Please help =( Thanks!
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Totes. =D What would you like me to work on first?
- 218 replies
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- magnetic propulsion
- mass driver
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