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KSP2 Release Notes
Everything posted by HaullyGames
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go ahead.
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wait, I will create a new release.
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It was in dll file, you will need compile the whole project. I will create a new release in few minutes. please use the file from: https://github.com/ScienceFun/Kerbalism-Continued/releases
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Was it a release or did you download the project?
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Do you have this button? https://drive.google.com/file/d/1yTYsdtAsSPRCllnjXno-OGrCoEse18XH/view
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Sorry, it was my fault, too lazy to type. Could you send me a screenshot of where this button should be?
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Could you send me a print?
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Hi @Drew Kerman, Reading your old post, I'm working to create a pattern the energy consumption for transmission (today anyone go into cfg file and define any value), let me see if you or anyone else has any ideas to help me. The formula that I have so far: Omin Antenna: J = π * r^2 Direct Antenna: J = α/2 * r^2 // J = joule // r = Range // α = beam width // Direct Antenna - Energy Consumption in a Network List<N> = 10; // Connections double J = 0; for (int i = 0; i < N.Count; i++) { J += (N[i].α/2 * N[i].r^2) } But it is not clear to me, I think the consumption to high. In the end, I'll need to convert to kwh to work as KSP. I think this idea is crazy! Should I give up and let anyone type whatever I want?
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Thank you, I misunderstood.
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Are you talking about "Little Brother Surveillance Camera" and "Big Brother Stereo Surveillance Camera"? These are the only parts that I found with this name in DMagicOrbitalScience. If yes, Kerbalism doesn't change the antenna in those parts, but those parts are not an antenna. If no, please send me the right part name. The original part DMagicOrbitalScience has no information about the transmitter in those parts! GameData\DMagicOrbitalScience\OversizeScience\LargeRecon.cfg (Big Brother) GameData\DMagicOrbitalScience\OversizeScience\SmallRecon.cfg (Little Brother)
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Hello @JadeOfMaar, That was a good idea, if you've worked on it, share it with us.
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https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Syntax https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook
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You need create a .cfg that support those parts. Each node from .cfg will contain information about module that part will have. Sometimes we create a file to support other mod, but sometimes who is creating the other mod create a file to support Kerbalism.
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These request has been included in AdvancedEC fork. Also I invited @lordcirth to be part of the project. If you accept, I will grant you permission to write.
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Of course, it will be. I saw a video of this mod and I really liked it. I have CryoTanks in my task list. About custom category , I already fixed it in Kerbalism-Continued.
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Hey, what do you think of these ideas? Any new ideas?
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Dude, you need to see how big Kerbalism is, I've been working since October and I didn't understand the whole project. Other mod I see only 2 to 10 classes, 1000 lines same times. Kerbalism has almost or more than 100 classes and ALL Connected, cfg, a lot of compatibility, API, this is really complex, sometimes I have to fix a small bug and I create another huge one. and last but not least, I'm not a developer.
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@lordcirth is totally right. If you want run Kerbalism + RemoteTech, just install RemoteTech that Signal will be disabled automatically. // force-disable some features based on mods detected Signal &= !Lib.HasAssembly("RemoteTech"); NOTE: If you are using RemoteTech, your connection rate and cost will be static. I don't like that. // hard-coded transmission rate and cost const double ext_rate = 0.064; const double ext_cost = 0.1;
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Which mods are you using? Could you open an issue in https://github.com/ScienceFun/Kerbalism-Continued/issues adding your KSP.log
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Ok, I'll use the same resource.
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Hi @theJesuit Sorry man, I need try to do one step at a time (I'm already working in 3 enhancements). But here what I think, adding @STHedgeHog's module with little changes. The commands will not receive this function (only specific module, we can define it later, but thought to use mods like Deep Freeze to be a "futuristic healer"). I say futuristic because the radiation that kerbal receives isn't in the skin, but in the cells, that means you don't remove radiation using only water, you will need some minerals to help your body remove it. As I was talking to @Dr. Jet, probably we will add a new resource called mineral (this will be a generic mineral), then I was thing to use this resource + water + special module to heal kerbal. This is what came to my mind as soon as I read the article. What do you think?
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Hey @popos1 If you found more bug, please open an issue on the link https://github.com/ScienceFun/Kerbalism-Continued/issues
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Give me 30 min.
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@popos1 for sure, I didn't create a release yet! What is the source you used?
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Hi @Dr. Jet, I really liked your idea, the realistic aspect are always important when we are trying to create a "Realistic Mod". I didn't deep in GreenHouse module yet (I'm alone in this code , shotgun had many people helped at that time), but as soon I hit this point, I already have a project to not forget.