Zyrac
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Everything posted by Zyrac
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Hi people, I've got a problem and it would be great if someone could solve it. So, I thought I'd try making my own landing leg for KSP. I finished creating it, not the fanciest looking thing in the world but I quite like it, and I thought I was all ready to use it in the game. However, when I loaded up the game and went to take a look at my creation, I was very disappointed. The shape of the landing leg has been totally deformed and I have no idea why. I knew I had to flip the model upside down in blender before exporting it, otherwise it would be upside down in the game. But the in-game result is bizarre. I have no idea what's going on and don't really know how to describe it, so I'll post an image of what it's supposed to look like and another of what it looks like in the game. Like I said, it would be great if someone could help me out here. Thanks. What it's supposed to look like: What it looks like in the game (to the left of the command pod):
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Ok, the issue has been solved, that was pretty embarrassing.
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Oh, really? I'd better look into that. Thanks for letting me know.
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Hi guys. I was wondering if anyone can help me out here. I've got an add-on that can be used gather samples from the various celestial bodies. I'm trying to make a change to the plugin so that the sampling unit deactivates when it finishes gathering samples, but what I've got at the moment doesn't seem to be working and I'm not sure why. If anyone can help me out, that would be great. Here's an example of a bit of the code that is supposed to make it deactivate on filling up. (Unit capacity is 10) case "Moho" : if (this.part.RequestResource("MohoSamples", -1 * TimeWarp.deltaTime) != 10) { UnitActive = true; } else { UnitActive = false; UnitStatus = "Unit Inactive"; SampleRequested = "Not Sampling"; } this.part.RequestResource("ElectricCharge", 0.025 * TimeWarp.deltaTime); break;
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Version 0.03 is now up on Spaceport but a few changes are still planned to it. Just wanted to give people a new version, even if it's a bit of a premature release.
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Screenshots are now added (if they are a bit on the large size). As you can see in the sampling unit pictures, I have now added the option to discard unwanted samples but I'm still working on the plugins to make a few changes so I haven't uploaded the latest version yet.
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Ok, I've already said I've started working on the issues that have been pointed out (am currently testing a change to the samples plugin to allow you to discard unwanted samples) and I've said I'm going to get some screenshots of the parts in action, so I'd appreciate it if people stopped pointing out that I need pictures.
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I'm also going to implement the ability to dispose of unwanted samples.
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I'm going to start work on all those issues. I don't know about the sample transfer though, as far as I can tell, there's no way around using fuel lines, but I may be wrong. I knew the hydroponics system had an ugly design but I've also just realised it's lacking the part it needs to give it purpose (a edited version of the crew cabin that uses up food). I'll get some screenshots up showing the parts in use. Thanks for the honest feedback. This add-on is still very young but it will improve
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Development of version 0.05 has been cancelled. No further updates to this add-on are planned. (See post at the top of page 4) Version 0.04 - New features: - There is now only one unit. (Update: There are now a couple of new parts). - The unit now makes use of the in-game science system. - Mod requires Science Tech technology to unlock in career mode (if you've already researched this, you will have to unlock it in the tech-tree). - The unit is no longer a sampling unit, it is a "Surface Analysis Unit". - Problems with new plugin have been sorted. - Ambiguously-labeled "new stuff" is now finished. - Screenshots of the new 0.04 update can be seen below. Ever wanted to conduct research in the search for alien life in the kerbal universe? Well now you can, with the R-Universe Industries Life-Tech Set! The Life-Tech Set can be used to analyze the surface of celestial bodies across the Kerbol system for signs of life. It also includes futuristic bio-fuel technology, with a tank and an engine. Bio-fuel is renewable but bio-fuel engines don’t generate as much thrust as liquid fuel engines! Also, if you’re playing in career mode, once you unlock Science Tech, you can use this set to progress the research of your space program! Just try using the unit in different places! Download the mod via MediaFire: http://www./download/aoo438o1a91c3xx/RUILifeTech_0.04.zip CURRENT VERSION: 0.04 How to install: Open or extract the zip file and find the folder called 'R-Universe Industries'. Copy and paste the folder in KSP_win/GameData (along with the Squad and NASAmission folders). If you're new to adding mods, you can find the location quickly by right clicking your KSP shortcut (assuming you have one) and clicking on "Open file location". (This may vary with operating systems). I'm fairly proud of the progress I've made with this mod from its simple beginnings. I'm far from a coding expert, but (thanks to some great help from the KSP community) it's really grown and developed. I'd like to thank everyone who has helped me out on the way with various questions I've had about plugin coding. I can't stress enough how great the KSP community is. Screenshots (An example of an unmanned ship landed by the picturesque Kerbin mountains) Note: These screenshots were taken in sandbox mode, so science experiment results don't reflect career mode.
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Just a little piece of pc-made artwork I made by editing a screenshot of one of my probes on an escape trajectory from the sun.
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Hey people, I'm wondering if anyone can help me out. I'm trying to develop a plugin for a part that converts a particular resource into another. I know how to program the part to request a resource, but how can I program it to convert resources? At the moment I've basically got a part that consumes the input resource and continues to produce the output resource even though the input resource has run out. How can I solve this issue? Thanks.
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Thanks EndlessWaves, that's really helpful but now I've got an issue that I really don't get. I've got this code: private void OnWindow(int RUILifeTechWindow) { GUILayout.BeginVertical(); if (GUILayout.Button("Get Data", _buttonStyle)) { switch (this.vessel.mainBody.name) { case "Kerbin" : GUILayout.Label("Current Body: Kerbin", _labelStyle); GUILayout.Label("Atmosphere Present: Yes", _labelStyle); GUILayout.Label("Oxygen Present: Yes", _labelStyle); break; } } GUILayout.EndVertical(); GUI.DragWindow(); } So, the button identifies the body as Kerbin. However, once it does that, it doesn't display the labels? I've tested it out with other things like "Application.OpenURL" and it works fine, but I can't get it to create the labels. I'm probably doing something really stupid because I'm new to C# and the whole KSP plugin thing. Any ideas what the problem is? Thanks.
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But is there a code I can use maybe so that when the button in the window is clicked, it detects what the celestial body is? I can make the button but I can't get it to actually do anything. (I've basically got a window with a useless button at the moment.) I'd also like the plugin to display different information, based on the detected celestial body. (eg. Button is clicked ---> Celestial body is found to be Duna ---> Displays information relevant to Duna.) It would be great if it could all be set up for clicking that one button.
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Hi, I'm trying to develop a plugin that will show specific bits of information based on the celestial body that the ship is landed on (so long as the ship has the module that the plugin is linked to). I'm really stuck as to how I can get set the plugin to recognize the celestial body and display the relevant information. (I may add a button to refresh the data). Can anyone help? Thanks.