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Everything posted by EnterElysium
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Hey guys, just having a quick play with making a plugin (my first time touching code other than a little bit of JavaScript as well), so please be gentle! Was trying to figure out what the calls are to read kerbal crew data such as names and their stats and badass flag whilst they are embarked or even on eva. I can't find anything on this other than a peruse of the (excellent) Crew Manifest mod's source code but that's distributed around several dll's and hard for a noob like me to follow. Any idea on where to get started and what calls I need to do to grab this info? And since I'm a complete novice please phrase your answer as if you were talking to a very small braindead child, thanks.
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Now-defunct-thread-that-should-not-appear-in-google-search.
EnterElysium replied to Cilph's topic in KSP1 Mod Releases
Sadly I have to add my voice to the list of people having issues with this (amazing) mod. I got a lot of crashes that progressively got more and more frequent and massive performance drops until now when as soon as I try and enter the tracking station the game hangs. The error log for these crashes almost always blames an access violation with Mono.dll. I am running a very modded game on this install but I cannot see any problems once I remove the remotetech plugin. -
[0.21] Hooligan Labs - Airship, Submarines and More
EnterElysium replied to Hooligan Labs's topic in KSP1 Mod Releases
After seeing this I knew what I had to do: Missile Submarine! And it works surprisingly well, thanks you muchly for the mod. -
Ditto the above.
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Wow, I was just working on something similar and failing horrifically. That is tasty!
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[0.22] Extraplanetary Launchpads Legacy Thread
EnterElysium replied to skykooler's topic in KSP1 Mod Releases
Ah, that solved it. Thanks. However in the end I just downloaded the spherical->flat pad and then modded it to be able to store all the ingredients since it is a pain and very difficult to get everything attached without spontaneous explosions. My pad now generates a little electricity, can store all kinds of things, takes ore and processes straight to machine parts (with the efficiency the same as the separate process to make it fair). To compensate I almost doubled it's weight. While the launchpads are viable with hyperedit and only semi-viable in Kerbin influence legit you can see why I modded it to make it possible for a legit trip to duna with it. May the KSP gods forgive me. -
[0.22] Extraplanetary Launchpads Legacy Thread
EnterElysium replied to skykooler's topic in KSP1 Mod Releases
Currently having some issues getting the furnace to attach to anything... seems to attach to the node however just stays red and translucent. -
Ah, right, I'll chuck it into the command section then and hopefully that'll solve things.
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I think Ki gives the ability to lock the ASAS and compensate when it goes off target.
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For some reason the part I am working on does not seem to want to get torque from my input despite having copied parts of the command pod and probe cfgs. Could someone give me some idea as to why it's failing? Also, while I'm here: what controls the thrust of the part? As despite decreasing fuel available to my part by half my deltaV had no noticeable change at all. :/ PART { // --- general parameters --- name = EagleMissile module = Part author = EnterElysium // --- asset parameters --- mesh = model.mu scale = 1 rescaleFactor = 1 // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_bottom = 0.0, -0.45, 0.0, 0.0, 1.0, 0.0, 1 //node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 node_attach = 0.0, 0.0, -0.4, 0.0, 0.0, 1.0, 1 // --- FX definitions --- fx_exhaustFlame_yellow = 0.0, -0.97, 0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -0.97, 0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0.0, -0.97, 0, 0.0, 1.0, 0.0, running fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple // --- Sound FX definition --- sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout sound_decoupler_fire = decouple // --- editor parameters --- cost = 8000 category = Science subcategory = 0 title = Eagle I manufacturer = Elysian Empire Advanced Weapons Division description = To better defend the peace loving nation of the Elysian Empire against foreign aggressors the EEAWD were tasked to divise a heavy anti-ship weapon with some tracking ability. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 0.25 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 1 crashTolerance = 75 breakingForce = 2546 breakingTorque = 2546 maxTemp = 3600 fuelCrossFeed = False ActivatesEvenIfDisconnected = false stagingIcon = LIQUID_ENGINE stageOffset = 1 childStageOffset = 1 MODULE { // name = ModuleAnchoredDecoupler // anchorName = anchor // ejectionForce = 6 // explosiveNodeID = srf } MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 170 heatProduction = 390 fxOffset = 0, 0, 1.2 emptyExplosionPotential = 1 fullExplosionPotential = 1 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 390 key = 1 300 } } rotPower = 30 linPower = 10 Kp = 1.0 Kd = 1.0 vesselType = Probe MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.025 } } MODULE { name = MechJebCore } RESOURCE { name = ElectricCharge amount = 1.5 maxAmount = 1.5 } RESOURCE { name = LiquidFuel amount = 90 maxAmount = 90 } RESOURCE { name = Oxidizer amount = 110 maxAmount = 110 } RESOURCE { name = MonoPropellant amount = 16 maxAmount = 16 } }
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They are 3 different missiles for my weapons pack (including a re-jigged Sparrow missile), the one used as the example is meant to be probe-pilotable and I'll include a mechjeb integration line in there to, it's more an anti-capital ship torpedo that one. However now all three are clipping into the attaching surface rather than standing off, as the sparrow used to do until now. I assume I have missed something obvious but I can't find it for the life of me! Edit: They will occasionally explode when impacting things on firing so there is definitely a collision mesh there.
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// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_bottom = 0.0, -0.45, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 As you can see in the KSP image the part is attaching at the centre with srf attach, and I'm not sure why. Any pointers what I've done wrong?
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Oh I agree, we won a battle not the war. However it was a BIG battle, and a landmark battle, something that has never happened before in any military campaign. But yes, still not everything fixed. P.s. Thanks for getting in to my videos!
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May I point out (and flagrantly promote), for anyone who doesn't already know, that MS have done a complete 180 on the DRM.
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Nice work man, and thanks for mentioning your technique. I used it to prettify my last WWK episode (I put my main workflow through Blender however as I am more familiar with it atm).
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Yeah, the only thing that comes close to weaponry in .20 now is Pirated Weapons mod and I don't even know if that works in .20. Although I don;t use that because the Lazor mod tankied my game and missiles that are fire-and-forget from 99km away are no fun at all. I already used it to great success in episode #9. Hoping to expand it a little bit but my modding knowledge of KSP is lacking and the resources and info on doing so are very... dispersed and dated. As are the vast majority of the mods here, the difference I am seeing between the two sections is that one has workable content and the other is just 'in progress'. I have the former, sadly SpacePort has swallowed my upload twice now to no result... :/
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Is there plans to optimise this as has been done with B9 Aerospace? I imagine a fair few of the parts could share models and textures. Apologies if someone has asked this already, I couldn't see such a post but it seems a likely question.
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Sadly I have no idea when it comes to coding, I'd love to give it a go sometime but trying to even mod a simple thing like this was hard enough with the forum having bits and bobs all scattered around and a wiki that has more dead-ends than a town built solely from cul-de-sacs. They are linked to a mediafire in my last IRU video. I'd rather stay away from RomFarers system for two reasons: 1) I want to stay dumb-fire for all or the vast majority of projectiles. 2) The lazor mod caused me issues a while back and I would rather like to avoid depending on another mod that is fairly complex.