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Reusables

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Everything posted by Reusables

  1. Thanks! In this mod, I'll focus on the industrial processes as game mechanics, so I think there's enough difference between them. Though It'd be great if we could help each other, and make our mods work well with each other!
  2. Kerbal Factory is a ksp plugin which aims to introduce industrial processing and manufacturing products, thus expanding ksp gameplay in industry and colonization aspects. These features has been planned: - Factory will be constructed with modular parts, which will gather or process materials (or goods). - Chemical Processing parts will be introduced to process resources into appropriate material to use. - Construction Facilities will organize materials or assemble parts into products. several facilities will be needed to assemble full products. Note: This mod is not actively developed, so progress would be slow. (I wanted to reserve this name)
  3. Thanks for so helpful information! Also, isn't PartModules allowed to access vessel's current state? Or is the instance more or less singleton? Then I'd like to know if there would be storage for vessel-specific data.
  4. Oh, I apparently forgot some words there. I want to modify model depend on 1. Part Settings (or Tweakables?) 2. Connected Parts The function would change too, but I think I can implement the functions on my own.
  5. Thanks! Basically I'd like to change models depend on the conditions specified in ? Your code is really helpful, but more explanation on the manipulation part would be great! Also can I manipulate model via connection with neighboring modules?
  6. Then, is there a way to have code-defined variations of models? I think that's what I need actually. Is this related with Unity? I'd like to know!
  7. I want to have some intermediate resources and resources converters in my mod, but I can't figure out how it works with API documentation. So I have couple of questions to understand how they behave and how to use them. Helpful answers would be greatly appreciated! How are resources declared? Is there an instance of a resource type which I can access? How the check for crossfeed work? Can I customize restriction of resource movement through parts? Can I hide a resource from UI? Does it support discrete amount of resource? (Or is it already discrete?) How does conversion work? I can't understand the interface, some explanation would be great! How to check for conditions in converter, and select certain conversion?
  8. Thanks, but I want to determine whether or not load certain parts depend on mods/resources/etc. Also I think subclassing still causes too much code duplication, where just instances with certain properties will work.
  9. I need multiple similar parts which would have simple dependency on precence of mods/resources/etc. I expect that there would be too much code duplication to have class for each part, which makes me want to create and manage multiplie parts in one class. But it seems that part should be created through PartModule, which seems to be loaded separately and adds single part with the property described in the class. Is this mean that what I want is basically impossible? Or is PartModule just for easy part addition, and is there a way to do this?
  10. Thanks! Maybe I'd wait until the VPE and BTSM might got updated.. Wow, this looks great, thanks! Sorry but that's not interesting for me... (Actually it's very common for me, as I often encountered those on other games) Anyway, thanks for all the suggestions! I'd have enough features to play with some combinations of them. Now I have one more question: Are there any procedural planets mod out? I thought there might be one since at least 2 years passed since the discussion.
  11. So basically programmed launch? Impressive. And, do you mean that the price&weight is very low? What about science requirements?
  12. I made a lifter in KSP 1.1, which uses difference in burn time with a Skipper and 4 radial Terriers, so that I can control with more efficient Terrier engins on orbit. But new fuel flow feature in KSP 1.2 allows radial fuel flow, which makes the 5 fuel tanks for each engines exhaust equally, which makes my lifters impractical. So... How can I block the radial flow?
  13. Wow, I didn't know there's something like this! (I've heard that the mod exists, but don't know what is it exactly) How much resource does the mod generally use? Thanks, I haven't heard about those mods(except for SCANsat) ! I should look at them.
  14. Thanks, but I already know those mods. (I considered them as famous since I've heard about those mods on ksp forum/reddit/youtube/etc) I'm planning to put those mods like KAC, KAS/KIS, KIE, KCT, USI mods, Infernal Robotics, RemoteTech, Near future mods, etc. But I think that's not enough, since the contents seems to be a bit lacking. So.. are there other mods with 'novel' and interesting contents? + For me, 'Here's more parts!' or 'Here's more planets!' mods are not an option. They just looks same as each other, and stock itself. + If there's some automation mod which can greatly reduce tediousness in KSP, I'd be sold! (Not something like Mechjeb/Autopilot, I want something which allows multi-control and automating trivial maneuvers/actions/etc.) EDIT: Added Automation != Autopilot
  15. Playing stock KSP, I gathered enough science points to unlock all the tech tree before leaving kerbin SOI. I know it's only start, (as interplanetary travel starts then) but I want to setup some modded installs first. I prefer to play mods with novelty, but google just gives list of famous mods... So I came here to ask, what are the most interesting&novel mods in KSP?
  16. While orbiting satellite around the Mun, I tried to lower the altitude and... It crashed into the surface. I thought everything would be evaporated there, but there were some debris left, with speed of NaN! To see what happened, I clicked 'fly' with the debris, and got this crash report: https://gist.github.com/Abastro/29c903ba06fd34aee97780a43b41129a I wanted to revert to the quicksave which was before the crash, but the game refused to load. (Can't escape from the loading stage) (If logs are needed, please let me know where the overall logs are saved, then I'll post it) Aren't there any bypasses for these severe calculation errors? Why this error happens, even (maybe) corrupting previous save files?
  17. Thanks for all the helpful tips! EDIT: One more question, why is my plane getting its head up while the aerodynamic center is behind the gravitational center?
  18. Hello, I'm new to the KSP, tried to land my first airplane on the runway. But I keep failing on deacceleration before landing, thus landing on the water. Though I could land on water without any loss, I want my plane to land on the runway, since I've heard that it gives more money back on the recovery. How should I deaccelerate my plane? Thanks!
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