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Kreuzung

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Everything posted by Kreuzung

  1. I did use size in KSP .16, you might've used a float number for it (like 1.0), it only accepts integers
  2. They're xpos, ypos, zpos, xrot, yrot, zrot, size or so. Size is the size of the sphere around it and needs to be left out for node_attach AFAIK. Sry, cannot try around for you, have to do 10 other configs already...
  3. All electrical stuff will be continued by me Dani-Sang also made a set of beautiful new solar panels, and I'll do my best to release them before my holidays end.
  4. What about setting the node rotation to whatever 5 degs in radians is? Dunno if it whould work but it shouldn't require manual rotation in the SPH then.
  5. Quickly looking over the EPS concept and the new code, I managed to get an overview about the compatibilites. Plugins that use my EL_API or similar code like PowerTech does are compatible to EPS, they charge and discharge EPS batteries the same way as they do with my batteries. Only batteries using this plugin will not be recognized by EPS! That means EPS sources will not recharge my batteries, nor will EPS consumers use them. I could add full EPS compatibility, but it whould require a dependency on EPS which I don't want, considering the fact that almost everything in the new EPS version can be done using my plugin and that EPS overcomplicates things in my opinion. Edit: Applying both the EPS one and my part module to a battery might solve the compatibility problems while keeping the mod usable for users who don't have EPS (part modules that aren't found are ignored).
  6. Probably missing the resources folder. Didn't expect it to stay at -1 though. Edit: Added FAQ with this point, it's been asked multiple times already.
  7. I could make the engines have very low thrust at sea level, the old ion engine type actually had that but it got lost when I moved away from MuMechLib.
  8. If you use parts from before .16 was released, please note that they're 25% larger to fit the new size 1 (1.25m) and 2 (2.5m) parts.
  9. Cannot find German or English playlist for both animes... need to search more I think, didn't watch a TV series for a year or so:sticktongue:
  10. Some parts will be put into Kethane, some will be given to... *someone*
  11. using System; using System.Collections.Generic; using UnityEngine; public class IonEngine_MuMech : MuMechVariableEngine { protected override void onPartStart() { if (group == "Main engine") group = "Ion engine"; stackIcon.SetIconColor(XKCDColors.Yellow); base.onPartStart(); } protected override void onActiveFixedUpdate() { if (EL_API.GetVesselEnergy(vessel) == 0) vessels[vessel].groups[group] = false; base.onActiveFixedUpdate(); } public override bool RequestFuel(Part source, float amount, uint reqId) { if (source != this) return false; fuelLookupTargets.Clear(); if ((fuelConsumption2 > 0) && (fuelType2 != "") && !RequestFuelType(fuelType2, amount * (fuelConsumption2 / fuelConsumption), reqId)) { state = PartStates.DEAD; return false; } return EL_API.Consume(amount, vessel); } } https://dl.dropbox.com/u/82912977/ElEnergy/IonEngine_MuMech.zip 99% untested. Edit: Hmm, this takes very long for 4 KB...
  12. AFAIK you can make interiors, but I don't know how...
  13. He made a hotfix after I told him about the missing crew capacity, try redownloading ExPI.
  14. It's a feature that MechJeb makes debris controllable, though it's extremely bugged at the time.
  15. http://kspwiki.nexisonline.net/wiki/CFG_File_Documentation The other wiki is outdated.
  16. I removed MuMech-style engines for 1.4, didn't know anyone uses them... You could take the 1.3 IonEngine.cs, rename the class and compile it with reference to zKreuzung.dll and MuMechLib.dll, I'd do it for you but it's 21:30 local time, a storm is coming and I'll be in a train for 10 hours tomorrow, so you'd have to wait 2 days.
  17. I didn't make a part for it because I suck at modeling, see the "part making" spoiler how to make any existing part a generator:wink:
  18. @Captisaac21198: You are probably missing Kreuzung.cfg in the resources folder, redownload the plugin and copy it. @Binky: They shouldn't die anymore in this version.
  19. There's currently no interaction since l00 told me that he'd update EPS for compatibility, then I'll make it ZO2 compatible again.
  20. The payload fairings look great! Though, you should change 1m to 1.25m and 2m to 2.5m in the descriptions if you mean the standard sizes.
  21. Looks cool so far! Hope you'll make the engines next, want to see the Neutron and AAG-63:D
  22. Zoxygen is a life support mod, see this. These parts don't work together with this plugin at the time, I have to wait for an update there. Did you copy the Resources folder? The PluginData folder?
  23. my code example assumes that you execute the code after checking everything. You already know how to count Kerbals, I don't:sticktongue:
  24. ExPI contains crewable airlocks for space stations too. You could make a part module that is applied to all crewable parts once you make the vessel uncrewable, holds the crew count of it and resets it if the active vessel is an EVA and less than 10 meters away or so... Pseudocode just because I can and I tend to spontaneously invent new part modules: to make uncrewable: foreach (Part p in vessel.parts) p.modules.Add("ModuleUncrewable"); // assigns part module to the vessel SendMessage("MakeUncrewable"); // sends the message to make parts uncrewable to all parts and their modules on the vessel And here the part module: ModuleUncrewable : PartModule { [KSPField]//Automatic persistence public int crewCapacity; public void MakeUncrewable() { crewCapacity = part.crewCapacity; //sets module crew capacity to parts crew capacity part.crewCapacity = 0; // there goes my seat... } void Update() { if(!HighLogic.LoadedSceneIsFlight()) return; // Ignore me in VAB/SPH! if(FlightGlobals.activeVessel.isEVA && Vector3.Distance(part.transform.position, FlightGlobals.activeVessel.GetWorldCenterOfMass()) < 10) //Player is on EVA < 10m away part.SendMessage("MakeCrewable"); } //Exercise 1: Implement public void MakeCrewable() to reset the crewCapactiy and then remove the part module } I just wrote a part module in a quick reply box from boredom
  25. http://de.twitch.tv/barie2 <- full of insane things like that:sticktongue:
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