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fractl

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Everything posted by fractl

  1. just stumbled upon this and then found it was broken in 0.20.x then found Pontiac came and saved the day. Awesome!
  2. Haha awesome! Thanks for the swift responses, I look forward to the update!
  3. Extraplanetary Launchpads v2 Also I have a suggestion: It'd be nice to have the part assignable to Action Groups to toggle the interface so we don't have to right click on each individual one if we have multiple devices on our ship.
  4. Doh! I knew I was missing something simple. I basically copied the prefab part and changed the config file to reference the corresponding interface for that part. And what do you know, I corrected the color32 a values and it works like a charm! Awesome stuff! However, I have run into one more predicament: I cannot get the resources Metal and RocketParts to show up on the interface. I'm new to all of this, so I don't know if I'm doing something wrong, or if it's just not supported. I got Ore to work so I figured Metal and RocketParts would be the same. Code follows Code: MenuItems { Label { Text = Mining Status: Color = 1, 1, 1, 0.75 } Label { Text { Binding = Resource Name = ElectricCharge } Prefix = Electricity:_ Suffix = _units Color32 = 255, 255, 0, 190 } Label { Text { Binding = Resource Name = Kethane } Prefix = Kethane:_ Suffix = _units Color32 = 51, 255, 0, 190 } Label { Text { Binding = Resource Name = Ore } Prefix = Ore:_ Suffix = _units Color32 = 204, 0, 0, 190 } Label { Label { Text { Binding = Resource Name = Metal } Prefix = Metal:_ Suffix = _units Color32 = 153, 153, 153, 190 } Label { Text { Binding = Resource Name = RocketParts } Prefix = Rocket_Parts:_ Suffix = _units Color32 = 102, 34, 0, 190 } }
  5. A quick video replicating the bug ASnogarD mentioned:
  6. Hey guys just downloaded the alpha and attempted to make my own parts with my own interfaces. Creating the parts was successful. They show up in the VAB with their modified names and descriptions, however, something's wrong when referencing the interface. I got the default part to work with the modified config file explained in the readme Code: MenuItems { Label { Text = Vessel Status Color = 0,0,0 } Label { Text { Binding = Resource Name = ElectricCharge } Prefix = Electricity:_ Suffix = _units Color = 0,0,0.6 } Label { Text { Binding = Environment Type = LatAndLong } Color32 = 255,70,0 } } And all of that shows up except for latitude and longitude. But for the custom parts and interfaces I made, it simply won't even project the interface let alone display anything on it. Here's the code I made for a vessel status interface. The file is named "VesselStatus.cfg" and is located in GameData/Hubs/Interface Designs Code: MenuItems { Label { Text = Vessel Status: Color = 1, 1, 1, 0.25 } Label { Text { Binding = Resource Name = ElectricCharge } Prefix = Electricity:_ Suffix = _units Color32 = 255, 255, 0, 0.75 } Label { Text { Binding = Resource Name = LiquidFuel } Prefix = Liquid_Fuel:_ Suffix = _units Color32 = 255, 119, 0, 0.75 } Label { Text { Binding = Resource Name = Oxidizer } Prefix = Oxidizer:_ Suffix = _units Color32 = 51, 255, 238, 0.75 } Label { Text { Binding = Resource Name = MonoPropellant } Prefix = Mono_Propellant:_ Suffix = _units Color32 = 238, 238, 238, 0.75 } Label { Text { Binding = Environment Type = LatAndLong } Color32 = 0, 0, 0, 0 } } And here is the code for the corresponding part config Code: PART { // --- general parameters --- name = LSGUI_VesselStatus module = Part author = Razchek | Hubs.co.nz // --- asset parameters --- mesh = LSGUI_VesselStatus.mu // --- node definitions --- node_attach = 0.038, 0.0, 0.0, 1, 0, 0 // --- editor parameters --- cost = 750 category = Utility subcategory = 0 title = L.S.I Projector MkI - Vessel Status manufacturer = Hubs' Electrical description = A clean-cut external projection computer module for displaying current resource amount for any craft. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,1 // --- standard part parameters --- mass = 0.0005 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 crashTolerance = 6 maxTemp = 2900 MODULE { name = LSPartModule InterfaceName = VesselStatus } } The name of the part config file is "LSGUI_VesselStatus.cfg" and is located in GameData\Hubs\Parts\Utility\LSGUI_VesselStatus Can anyone point out what I'm doing wrong? Thanks Razchek for the cool mod!
  7. very cool! Excited to see where this goes!
  8. I think he's talking about cells that have yet to be scanned EDIT: Guess he beat me to it
  9. Awesome! Thank you pasty2k2! EDIT: To anyone else trying to load pasty2k2's craft he uses the Large Structural Components mod and MK4 Fuselage System v1.2 as well as the other mods he listed.
  10. That is correct. Use evilC's Orbital Construction Redux for orbital spacedocks.
  11. the version in the op is completely stock, I was just saying that I used MechJeb
  12. Is there any way to make it so that it doesn't automatically close when your mouse is no longer hovering over the menu? Countless times I was about to click my selection and slightly moved my hand over and had to find it again. Not a huge deal just a little irritating. Maybe even have a checkbox in the top right of the menu that says "auto-close" or something for people that may still want it. Either way awesome mod!
  13. There's clampotron jr's attaching the satellites to the delivery vehicle, but not on the actual vehicle itself. You can always add a docking port or anything else you might want in the VAB. I added MechJeb to the launch vehicle as well as each satellite so I could get near perfect orbits.
  14. yeah I don't have a mic, but if you follow the instructions in the thread above the video it goes right along with it.
  15. Yes if the mods approve and you are able to upload these for us to use I think alot of us would want this.
  16. This comes from the KSPX pack: http://kerbalspaceprogram.com/0-18-4-kspx-parts-expansion/ It works on 0.20.2 just install it the old way i.e. drop the folders in the KSP_win directory, not KSP_win/GameData
  17. Would you mind uploading the .craft file for this? I've spent at least 6 hours trying to get this to work and I can't seem to figure out anything that doesn't fall apart at some point. I understand if you don't want to reveal your secrets I guess maybe I'm just getting lazy or just sick of failing and at a dead end. If not I understand I'd just really like to use this mod I love the idea.
  18. Yes, but this system allows even dispersal of all of your satellites. Basically: 1 - Launch your satellite package to your final altitude and circularize. 2 - Find the orbital period of this apoapsis. ex: 300km ~ 48min (MechJeb and Engineering Redux can tell you your orbital period) 3 - Burn retrograde at your apoapsis until your orbital period is 5/6 of your circularized orbital period. (5/6 is if you are launching 6 satellites at once. If you're launching 5 then 4/5, launching 4 then 3/4 etc.) So 5/6 of 48 = 40, so burn retrograde until orbital period is 40min. But remember that is only for an altitude of 300km while launching 6 satellites..changing the altitude or number of satellites changes the formula. 4 - Turn prograde and warp to your next apoapsis. Release 1 satellite and circularize that satellite only. 5 - Switch back to your main vessel, and repeat steps 4-5 until all your satellites have been launched and circularized and then burn retrograde with your main vessel and plummet back to Kerbin. 6 - Profit! You should now have all of your satellites in orbit at the same circularized altitude pretty much evenly distributed around Kerbin. Now the hard part (what I can't figure out) is how to adjust the inclinations so that not one satellite shares the same orbit, but some do share the same polar angle. When you figure that out let me know.
  19. So can you tell me what inclinations you use? I tried 45 degrees but I guess there are multiple inclinations required for it to look right. This is as far as I could get. The other 3 satellites just keep lining up with the others when I try to do it. Thoughts? Suggestions?
  20. If you're looking for the 0.20 version of EdTools that was taken down..let's just say Google is your best friend..
  21. right on, glad to see it's still here, I'm looking forward to how far you guys can take this
  22. any word at all on this project?
  23. just realized that was I was asking for had already been posted in OP conveniently under, "How to use" ...go figure EDIT: After many hours of reading and attempting to match the orbits you made in the screenshot up there, I finally got it down! Well, almost..I kinda just ran out of fuel before I could get my inclination to reach the poles. Basically there's no line of sight on either pole, plus some of my satellites completely share an orbit instead of just the polar angle, but at least I got the gist of it. Hint for anyone else attempting this: Be very cautious and conservative of your fuel when circularizing the orbits of the satellites, and especially when adjusting the inclination, it likes to alter your periapsis and requires you to constantly adjust your heading. Anyways thanks Spanier for the awesome download! I learned a lot attempting this!
  24. I love these! Been using them at least a week for getting my spareparts into orbit for the OC mod. Thanks Temstar!
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