Cryphonus
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Everything posted by Cryphonus
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Hello, I have a plugin that plays a certain sound. However when i have multiple parts which i use as a module to my plugin it plays the sound multiple times and at the same time. How can i solve this issue?
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Way to get celestial object type
Cryphonus replied to viperfan7's topic in KSP1 C# Plugin Development Help and Support
Since the only gas giant is "Jool" at the moment, you can use bodyName under CelestialBody class. -
Pretty much what the title says, i am trying to change the camera mode to IVA camera and making the user unable to switch to other camera modes for a duration. I used the following line to get the current camera. Camera myCamera = Camera.current; But i need to use CameraManager class to change my current camera and i just couldn't make the connection between the camera and cameraManager class. In short words how do you change the current camera mode to IVA?
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How to submerge a part.
Cryphonus replied to Cryphonus's topic in KSP1 Gameplay Questions and Tutorials
Thanks, that really helped. Turns out when you change the mass of a pod it doesn't effect your mass in the flight. But if you change the mass value of a fuel tank that does count and calculated accordingly in the flight. 100 mass enough for you to submerge safely with 2 m/s into to the bottom of the ocean (craft does not explode when you hit the bottom, but make sure surface is flat). However you can only watch your craft from a 90 degree angle from the game camera (thats bothering) and everything looks like you are just floating in the sky there is nothing visual about diving into the bottom of the ocean. TLDR: It is not that exotic as i was expecting plus camera is buggy after altitude 0. -
How to submerge a part.
Cryphonus replied to Cryphonus's topic in KSP1 Gameplay Questions and Tutorials
No, i typed it without a dot, and even though i increased the crash tolerance by a ridicoulous amount ,pod explodes when i thrust it down to the ocean. I already commited these changes to a new cupola module called Cupola underwater . Pod doesn't really float when i set the mass to 10000 but its like half submerged half floating, which is the same with 100 mass or 1000 mass. This is quite weird. -
Hey, I thought cupola module might be suitable to watch the ocean.... from the bottom of it. So i set the total mass of the cupola module to 10.000, and added a mainsail engine to give me a short ride to the ocean. Surprisingly i only needed like %10 of thrust to lift the pod. And more surprisingly the pod was still floating on the ocean when i land. So what should i do to make a part submerge?
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I am quite sure any mod developer can program such a mod, I just wrote 2-3 plugins and never released them even i can write that. It is just a matter of math and I assure you its not that complicated. You can even guess the planets estimated position just through experience.
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Here is a little stone city that i found,
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The crew won't survive, you should add the spacecraft's durability to the calculation. 40G during re-entry will probably disintegrate the vehicle.
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T-minus 10 minutes to thread lock or delete
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This might be considered as offensive.
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ok what is wrong with my code?
Cryphonus replied to seannybgoode's topic in KSP1 C# Plugin Development Help and Support
Extend your class as a Part and add OnPartStart or something like that (search the .dll). Now even if you don't wan't to do a part (just engine control as far as i can see), you should add a part that will trigger the engine control. That's how things work, you shouldn't do things in the GUI section because physics are not being simulated while you have your GUI open. -
Vector3d for position
Cryphonus replied to Cryphonus's topic in KSP1 C# Plugin Development Help and Support
Thanks a lot Harvester . -
Actually it is a design choice for the developers and not for new players. New players wouldnt know if Kerbin has a little blackhole at the center or not. It is a coding decision for the developers to make things easier for them.
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Vector3d for position
Cryphonus replied to Cryphonus's topic in KSP1 C# Plugin Development Help and Support
What if I want to "predict" the altitude that is on the way of my heading? I tried adding my velocity vector to my global position vector but I dont know if it is working or not? I think Mathematically it is correct? or is it not? -
Vector3d for position
Cryphonus replied to Cryphonus's topic in KSP1 C# Plugin Development Help and Support
How do they work then, are we using a vector that starts at the origin of the planet and points to your current location on the planet? or is there some other system that i am missing? -
Hi, I wanted to get my current altitude by using the GetAltitude member function of the CelestialBody class. The argument for the funtion is a 3d vector. So how does 3d vectors are being used to express your position or any position on a planet. PS:Please dont tell me that i can use functions that returns the double value for the altitude, I know i can and it is not suitable for what i am doing right now. Thanks!
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Controlling RCS inputs
Cryphonus replied to Cryphonus's topic in KSP1 C# Plugin Development Help and Support
Thanks a lot! -
Hi, Can someone that is familiar with plugin development tell me how can i control RCS inputs, just like pressing I J K keys. Thanks in advance
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[UNOFFICIAL/FANMADE] 0.17 Discussion thread
Cryphonus replied to kacperrutka26's topic in KSP1 Discussion
For huge spoilers about 0.17, Nova and Harvester are on the livestream. I know there is a topic for this but wanted to inform here. Check out http://www.twitch.tv/kurtjmac -
Lander/child/secondary vessels.
Cryphonus replied to twobit's topic in KSP1 Gameplay Questions and Tutorials
Is there a special ability of the main command pod? as far as i know attaching a mechjeb+crew tank would make it same as having a command pod? Correct me if i am wrong. -
Hitting print screen button then opening up Paint and hitting ctrl+v will copy the image that you got when you pressed prtSc key, thats a one way of doing it (what i use). But you can also use in-game function of taking screenshots, search the input mapping in the settings after you start the game.