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tomf

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Everything posted by tomf

  1. Hmm, ckan failed to install it. although it is currently listed as a dependency.
  2. No, there isn't a way to pick the overload, I wanted to keep the links relatively simple and all the overloads are going to be bunched together anyway so unless someone has written an essay in the comments then all the overloads are going to be on the page anyway. In the the text of the link you can still specify which overload though.
  3. I am seeing strange behavior too. I launched a rocket about an hour or so ago (It spent a long time on the pad and has only been in flight for 4 mins) It carries 3 kerbals and 500 liters of NOMS. The life support window is currently reading supplies of -4d5h, -1h:37m and -2d3h for Jeb bill and bob respectively.
  4. Good question. I am going to say that anything that was true in previous versions is assumed to still be true. If you find yourself in the unlucky situation where the documentation is no longer up to date, you know what to do.
  5. If you experience all the method names missing that is due to you browser caching a template that has changed. Shift-Reload will fix it.
  6. Free editing, if it is good enough for Wikipedia on current affairs it ought to be good enough for the api for a computer game. Changes can be reverted and I could delete all changes by a given ip if vandalism becomes a problem. Have you seen the drop-down that will filter to only show documented classes? I could make them bold too.
  7. The KSP api has become pretty large now, with over 2000 classes, and as it has no documentation it can be a struggle to find out what anything does. There have been a couple of attempts to create community driven documentation, but they have all been difficult to update and have stalled. I present to you the KSP API Wiki It uses reflection to build up a framework of all the classes, methods, fields etc and then allows you to attach a comment to each. It also downloads the squad API documentation and includes that. It is pre-populated with the comments already created in the anatid documentation created by The_Duck Come if you want to know what the modding communities best guess of what a method does, and if there is a class that you have used that isn't documented, please help out by adding an appropriate comment. No account required. Huge thanks to @micha for providing working hosting allowing this project to continue.
  8. The KSP api has become pretty large now, with over 2000 classes, and as it has no documentation it can be a struggle to find out what anything does. There have been a couple of attempts to create community driven documentation, but they have all been difficult to update and have stalled. I present to you the KSP API Wiki It uses reflection to build up a framework of all the classes, methods, fields etc and then allows you to attach a comment to each. It is pre-populated with the comments already created in the anatid documentation created by The_Duck Click if you want to know what the modding communities best guess of what a method does, and if there is a class that you have used that isn't documented, please help out by adding an appropriate comment. No account required.
  9. You might find this thread helpful. It describes how to work out what is possible from a gravity assist
  10. The main wierd thing about reputation is that for every point of rep you earn the actual amount or rep you gain is determined by a curve based on your total rep. SO if you have 0 rep and earn 1 you now have 1 rep. If you have 500 rep and earn one you end up with something like 500.2. However if your rep is high and you lose a point of rep your rep total will decrease by a lot more than you expect.
  11. Ok, some context: I'm working on a mod that will, among other things make the kerbal hiring cost 0 and will instead give you a periodic wage bill and I'm looking for opinions on what a reasonable sum would be. It will leave a lot of kerbals stranded in orbit as you decide your space program can't really afford another astronaut right now.
  12. How much should a kerbal astronaut get paid? Assuming that there wasn't an upfront cost to hire kerbals, but instead they got paid a regular wage how much should they get a year, in funds? On normal difficulty. Does the amount vary with the experience of the kerbal, what does a 0 star and 5 star kerbal make?
  13. To get the maximum braking affect you need to encounter Tylo moving close to parallel to it and leave it perpendicular. i.e. if you are approaching Jool from its 6 o'clock you want to aim to encounter Tylo (or another moon) at about 3 or 9 o'clock.
  14. Ok, It's a little complicated but I have got what I need Step 1: install Sarbian's CustomBarnKit Step 2: create a CustomBarnKitConfig @CUSTOMBARNKIT { @ADMINISTRATION { @strategyCommitRange = 1, 1, 1 } } Step 3: create a custom strategy class overriding CanActivate(ref string reason) class TwoSidedStrategy : Strategy { protected float[] maxCommitments = { .15f, .33f, 1f }; protected override bool CanActivate(ref string reason) { float currentLevel = ScenarioUpgradeableFacilities.GetFacilityLevel(SpaceCenterFacility.Administration) * ScenarioUpgradeableFacilities.GetFacilityLevelCount(SpaceCenterFacility.Administration); Log("Current level is " + currentLevel); float commitDiff = Math.Abs(factor - FactorSliderDefault); float maxCommitDif = maxCommitments[Math.Min(maxCommitments.Length, (int)currentLevel)]; if (commitDiff>maxCommitDif+1e-4f)//small epsilon for float maths { reason = "Cannot set this level of commitment"; return false; } return true; } } Step 4 : create3 a strategy using your new class STRATEGY { name = TwoSidedStrategy hasFactorSlider = True factorSliderDefault = 0.5 factorSliderSteps = 20 .... Exercise for the reader : create OneSidedStrategy to have the default values and a module manager config to make every other strategy use it.
  15. I wan to create a custom strategy. However the default value for this strategy should be 50% and the level of you administration building should limit your deviation from that value. If I create a strategy with hasFactorSlider = True factorSliderDefault = 0.5 factorSliderSteps = 20 when I try to adjust it to 45% I am told that the max value is 25%
  16. The asteroid is a hidden part called PotatoRoid. I would look at it's config Try category = none subcategory = 0
  17. I'll anwer my own question in case anyone finds this some time. GameEvents.OnVesselRollout(EventData<ShipConstruct> is the callback I need. And ShipConstruct.GetShipCosts(out dryCost, out fuelCost) provides the costs
  18. Ok, it looks like the best that is going to happen is a restart of the community documentation project. I have created an organisation on Github called KSP-API-docs and invited everyone who has contributed to this thread to join it. It would be great if one of the higher repped members would attempt to recruit people to make contributions. I'll spend some time this morning adding in as many missing classes as I can find.
  19. I'm a developer myself and I know the pain of having to document after I have written all the code. I'm not really a c# person, but I know that in Java when you compile a library you can choose whether variable/parameter names are left in the copiled code. Is that an option that could be enabled for this API? If so it could be quite easy to do and guessing the correct usage of GameEvents EventData<theScienceAmount, ScienceSubject, ProtoVessel, someMeaningfullName> OnScienceRecieved would be much easier and form a better starting point than we currently have.
  20. 65 km. Keeping this thing on the road as it passes through 400km/s is tricky I assume that there is no need for the launcher to survive
  21. One of the things that makes KSP great is the public API which allows al the great mods that exist to be created. However writing a mod is often a matter of trial and error trying to work out what each call on the API does and what the arguments mean E.g. GameEvents EventData<float, ScienceSubject, ProtoVessel, bool> OnScienceRecieved - the community generated documentation hasn't been updated with the last two parameters and it is unclear what the last parameter means Would it be possible to spend some time creating documentation for the API while creating 1.2
  22. I want to know whenever a new vessel was launched and how much it cost. Is onNewVesselCreated the correct game event to subscribe to? Is there an easy way to get the total cost of a vessel?
  23. I want to know whenever a new vessel was launched and how much it cost. Is onNewVesselCreated the correct game event to subscribe to? Is there an easy way to get teh total cost of a vessel?
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