ummwut
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About me
Spacecraft Engineer
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I don't think anything could be more exciting than eggrobin's Principia, right now. Except random changes in gravitational strength, which I doubt this would do. More specific details would be helpful, as hype running on vague details only lasts so long.
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[1.6] Davon Throttle Control systems mod [v088]
ummwut replied to PrivateFlip's topic in KSP1 Mod Releases
PrivateFlip, does this support automated engine thrust balancing around the CoM, such that an unbalanced vehicle (similar to a Harrier jet) can take off and land vertically in between horizontal maneuvering? Apologies if this has already been asked/requested. EDIT: Looks like this was actually the main goal of the mod. How did you handle engine gimbal and/or simultaneous RCS thrusting? -
[1.0.2][May17] SelectRoot2: Fixing stock awkwardness
ummwut replied to FW Industries's topic in KSP1 Mod Releases
This is incredibly badass. Does this work with 0.23? -
Please read my post again. The word 'obvious' being key here; I don't want a comprehensive automatic analysis. Simply checking to see if the plugin starts digging around outside the install folder or attempts an outbound network connection can be enough to raise a red flag. Additionally, monitoring such events is simple to do.
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Ideally, we would have a source code submission in a zip file to an automated tester somewhere. The tester bot would compile the source, run it to make sure it wasn't doing anything obviously naughty, then submit the source for human review. The only way a DLL should be created is after passing a set of reviews. Also, the DLL should have a hash value to verify that the coder is handing out the verified compiled code. Otherwise, the easier/faster way is a warning on spaceport about the safety of the plugin being undetermined, and using it is at your own risk. Basically like visiting sketchy websites and downloading "videoplayer.exe", you know the risks.
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Heat is driving me bananas
ummwut replied to CaptainArbitrary's topic in KSP1 C# Plugin Development Help and Support
If your engines are heating up like a Mainsail, yeah, turn the heat down. I don't know how deadly re-entry works with heat, but try testing without it. -
Has plugin security become an issue? Or is this just preemptive measures to keep it from becoming a problem at all?
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Planing on a new Blender Tutorial.
ummwut replied to Technical Ben's topic in KSP1 Modelling and Texturing Discussion
Hey Ben! Looking forward to more videos! I'd like to see more stuff in Blender like animations and maybe a collide mesh (although I understand you could add one in Unity too). Just walk through it slow and make it simple. Thank you for showing how it's done! -
I was thinking you could handle the pellets purely as integers, but you're right, this won't work as a generic resource. The only other thing I can think of is including such a capability with a plugin, such that "transfer pellets" would come up as an option on a right-click menu. Otherwise, you'll have to treat it as a liquid fuel if you want the alt+right-click capabilities. I think, for realism and functionality, you may want the pellet containers to dock directly with another container of the same pellet type (find the other compatible tank by iterating through neighbor parts), and transferring pellets from the right-click menu. I don't think adding a certain type of docking node on the side of the container as a "bomb transfer plug" would be too difficult, right? I'm out of ideas.
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I thought the pellets were treated as generic resources like liquid fuel? Transferring pellets should be as easy as a right-click & alt-right-click. What you wanna do is make a resources.cfg file in a folder titled Resources under the Nyrath folder. Put this in the file: RESOURCE_DEFINITION { name = NukePellets density = however dense these things should be flowMode = ALL_VESSEL or STACK_PRIORITY_SEARCH transfer = PUMP } The more you treat your resources like Squad's resources, the nicer they'll behave.