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Aelixander

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Everything posted by Aelixander

  1. 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
  2. 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
  3. 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
  4. I want to add a resourse tank to every piece of my active ship. Its capacity is equal to its mass.
  5. 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.
  6. Ill be happy if it cant be sabotaged though parts ejection, lol.
  7. 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
  8. 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
  9. Can someone give me a little boost? I am looking for a way to have MM add a very small resource tank to every part on my assembled ship. Its capacity is equal to the parts mass. and that's 'empty' mass, for fuel tanks. Any pointers?
  10. 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...
  11. Not bad. Just a matter of buckleing down and doing it.
  12. 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!
  13. Hey there everybody! I am looking for help with a project I am working on. I have successfully created a new resource, which has a negative mass. This is in hopes of making a mass-reducing set of parts. The annoying thing is, I cannot reduce the mass of any part that does not have access to this resource. So, I was wondering if anybody out there could help me with a couple ideas: A) A script/mod that will put a value of my resource on every attached part of the ship, with a max value = to its mass. or going off a "fuel lines" idea, I would also be OK if the part I made only reduced the mass of its self, and the part it's attached to (right now its a surface attached part.) and, in addition to those above, C) I'd love for this resource to "Decay" rather quickly. And while I could write it as a generator (of a negative value) onto the part, it wouldn't help much when the player could get the ship to 0 mass, and then just eject the generators, and not worry about the decay. So, I'd like help getting the shortened life-span as part of the "RESOURCE_DEFINITION.cfg" or perhaps the resourcename.cfg file. Thank you in advance for any help you can offer! - A
  14. Okay, so I have build up, mass reduction, and decay all worked out. Works GREAT. However, I am coming across an issue: I can only reduce the parts that have access to my Anti-Graviton resource. Is there a way I can give the Anti-graviton resource to all parts attached to the ship? And preferably give them a "max" of it, equal to the mass?
  15. Lower mass, but the same amount of thrust would result in greater thrust, yes? Easier to push a light thing, than a heavy thing?
  16. Oops! Sorry. Fixed the title. Thanks for the code! We'll see what happens!
  17. If not gravity, perhaps a Mass canceler? Get the mass to 0, won't that be the same as having 0 gravity? (certainly makes thrusting off the thing easier)
  18. Granted, however he recently was caught in a compromising position,and lost his license. I wish for stable cold fusion.
  19. Hey there everybody! I have successfully started down the road to make anti-gravity parts! However.... right now, I can only reduce the mass of the parts themselves to 0. While this is great(!), I need help having them affect other parts too... Right now, the 1 part I have would reduce the mass of the whole ship by its own mass (so from .5t to .5t per part.) If I can get this last problem fixed, I can design a whole line of mass-reducing parts! Specifically, I have 1 part. It converts Electric Charge to "AntiGravitons". If I can get this unlocked, I'd build an "AntiGraviton" tank, which should hold more of these negative-mass particles. But I do have plans. Thanks to anyone that can help me with this project! - A
  20. Hey all! I got this really well worked out! It now exists, can have tanks worked out, etc. Now, how do I make the resource "decay" when not being generated?
  21. Hey there guys, I want to introduce a new resource into a mod I am making. How do I do that? How do I set its properties (units of measure, its weight/mass, etc.) And: Is there a way to A) Generate this resource with Electric Charge. If its not being generated, it will decay. So, a piece starts with 200 Electric Charge, and 0 of my resource. I turn it on, and it converts EC to units of this resources. I turn it off, it stops pulling EC - but the newly used resource starts to break down... say 1 per 4 seconds (-.25?) Thanks! - A
  22. Hey there everybody. I have JUST started to wet my beak into the world of KSP part programming. What is the proper procedure to program the following: Attach radially Hold a small electric charge (say 200?) It activates - it uses electric charge (rate of 2.0) and it can deactivate. And I'd like a "Toggle" option in the action groups. Just need the basics, I think I can figure out the fiddly bits that go between. Oh, and how hard is it to do lighting effects? (lights on when part active) Thanks! - A
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