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pixartist

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Everything posted by pixartist

  1. So, how can I get the heading of my vessel relative to the surface, e.g. the value the navball recieves for its rotation ?
  2. Hi, what kind of values does your "targetVector" take ? Are they basically navball values ?
  3. I found these id's on github, does this make sense ? public enum DefaultResources : int { ElectricCharge = 1576437329, MonoPropellant = 2001413032, EVAPropellant = -792463147, Seperator1 = 35, Seperator2 = 36, LiquidFuel = 374119730, Oxidizer = -1823983486, SolidFuel = 650317537, IntakeAir = -1909417378, XenonGas = 1447111193 }
  4. Oh, good to know. But how do I check what kind of resource something is ? I can't seem to find some kind of enum like ResourceType... Is the only way to check PartResource.resourceName ? How am I supposed to know those strings ?
  5. I can only find FuelTank.fuel, but not maxFuel or fuelCapacity or something similar. How can I find out the maximum fuel capacity of a tank ?
  6. I know I can use Program.Vessel.VesselSAS.LockHeading(); to set the heading of the SAS. Now what exactly is the relationship between the Euler Angles used to construct the quaternion for the SAS heading and the actual position on the navball ? Are they relative to world space or to the body my vessel is orbiting ? What's the most elegant way to use the three values of an euler angle to set the pitch (x), yaw(y) and roll(z) relative to the object I am orbiting ? Is there maybe some "navball quaternion" which I could use to rotate my constructed quat to the correct orientation ? Thanks
  7. Is it guaranteed that OnAwake will be called after OnStart() with state of PreLaunch ?
  8. How freely can I use multithreading ? I used it and it works, but is it advisable ?
  9. No, I can't serialize it to the node with the node system. I need to serialize an entire custom node system ( with node connections, events, data etc). Currently I simply use a binaryFormatter to serialize it into a binary file. I might at some pont switch to xml. How can I store my data "next to" my vessel ?
  10. So, I have a lot of data to save in my PartModule. What is the standard way to save / load it, so that it stays persistent from VAB to prelaunch etc ?
  11. How do I use the KSP Gui Skin and KSP textures in my GUI ? Is there some way to find the resource names & locations ? Thanks
  12. How do I close / hide the editor tooltip from my plugin ? Thanks
  13. I think my mistake was a wrong / missing module name, got it to work now.
  14. Hi, I followed the tutorials in the wiki to create a simple plugin: using System; using System.Collections.Generic; using System.Text; using KSP; using UnityEngine; namespace KSPFlightPlanner { public class FPComputer : PartModule { private bool inEditor = false; public override void OnStart(StartState state) { print("FP Started instance" + state); if (state == StartState.Editor) { inEditor = true; } } public override void OnInitialize() { print("Initiated instance"); } public override void OnUpdate() { if (inEditor) { GUI.Box(new Rect(100, 100, 100, 300), "Test"); } } } } The library does not throw any errors when loading, but I can't find any output in the log files. What's wrong here ?
  15. Latest ( 207 & 23.5). It stopped working when I updated mechjeb from 205 (I think...some version from yesterday) to 207
  16. So, I got a feeling that the amount of science a measurement creates is reduced by the same amount whether I send it or take it back to Kerbin, so does the total amount of science I can gain from each body get reduced when sending it?
  17. On the website it says it's an unofficial mod. Others say it's official and actually 23.5. So what is it? When will it come out? I can't seem to find any reliable info...
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