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KSP2 Release Notes
Everything posted by UbioZur
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Mod Parts and Research
UbioZur replied to DeafFrog's topic in KSP1 Suggestions & Development Discussion
From the squadcast yesterday, Apparently for .22 there will be hidden node for mods as Captain Sierra said. (and it's possible to add parts to existing nodes). For Dahud stream afterward, It seems the node can be set in the cfg file. -
scott manley did a video on it for the last update: It will be the same for the next one.
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Yes Seriously, still need some polish, but I thought I would still release it as it work great with structural parts and fuel tanks at the moment. Technicaly speaking it's not procedural. But we have the idea Thanks you (Be careful with reaction image). I may not do it for each individual parts as it would be a pain to manage, but for the whole part, I think I will. You can however easily edit the scale of the model in the cfg afterward. The way it's managed in the code, it won't work. What could help, it's if instead of taking the first object of a name (for the animation/hatch etc..), browsing them and applying the module effect to each of them. If I find how it is managed ingame, I may try to create my own custom merge module to do that. Thanks, most bugs are mostly the fact that I need intensive trial for multiple similar module in the same parts. Thanks I wont suggest one part station, however it is easy to have the framework of a station done, and then add the docking ports/lights/antenna/solarpanels to it. It should greatly reduce the part count. And you still have to send it up as weight is added. The main thing I need for the engine, is to move the effect and merge the module. But then, what happen to the thrust if the engine points to different place?! (those are the case I need to look at). As said, most mods should work, I won't support them, because If I have to verify if a new version is out, download the mod, test it. I will never play considering the amount of mods out there.
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GUI Question (dropdown menu and other)
UbioZur replied to UbioZur's topic in KSP1 C# Plugin Development Help and Support
It's uploaded. I managed to get the dropdown menu working (but it doesn't work very well with other gui items like the buttons) I couldn't get the place where the icons are for the category so I used the dropdown menu. Still need to work on the GUI to make it look better. Especially color wise. -
Version 2.0 Playtest 1 is up and ready for download. It is now an in game tool. The GUI is not fully finished yet. There are still some bug. Do not weld Engine (they are not fully managed yet) or wing/control surface /parachutes (not managed as they use an old cfg format, pre .15 I think). Welding parts that have the same MODULE{} node, can get some problems (it will raise a warning when I did not managed it yet), so back up your save before launching it. Structural parts and resources tanks are quite safe to weld. Read the OP post for more information and Enjoy. I can't wait to see what you guys are going to create with it.
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Hey Guys, in the cfg of a part there is that line: module = Part can be Part, ControlSurface, Strut, Winglet Is there a why I can access that value in game? I couldn't find it in the stored config file from GameDatabase.Instance.GetConfigs or any variable of Parts or AvailablePart It looks like it's from pre .15.
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Mod-friendly research tree.
UbioZur replied to Garm's topic in KSP1 Suggestions & Development Discussion
I will close this thread because there is still a discussion in progress here: Mods Parts and Research I suggest you to read that thread as I have answer with link to the source about this. -
First of all, it seems you are not running the last KSP. this is a old part.cfg format. Which version are you on? I don't know much about those version of the cfg but here is what I see that can be a problem try category = Propulsion Also check the ksp.log after loading to see if there is any warning/error.
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Mod Parts and Research
UbioZur replied to DeafFrog's topic in KSP1 Suggestions & Development Discussion
I went and listen to them again, and it was episode 1 48:50, on the interview with Harv: http://www.twitch.tv/ksptv/b/460978230 And for info: Squadcast 2: http://www.twitch.tv/ksptv/b/463738828 Squadcast 3: http://www.twitch.tv/ksptv/b/465508879 Squadcast 4: http://www.twitch.tv/ksptv/b/467420707 -
Docking ports / pods does have a up and rotation orientation because they can be used as reference points for the navball (the control from here). Reaction whells does not have that and so work the same way no matter how you put them. One of my suggestion for the first remarue is to design your rocket without rotation first, and then rotate all the rocket, so you have the orientation you like for the launching.
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Bienvenue a toi axelman. Tu as même explorer plus que moi, je suis jamais aller en dehors du system de kerbin, mon space program est encore jeune, malgré que ça fait plusieurs mois que je suis dessus, j'aime beaucoup la construction et il me tarde le .22 et futur pour plus de raison d'explorer aussi. Hésite surtout pas àpartager tes screens, missions, poser des questions.
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One Way Fuel Crossfeeding Stack Adapter
UbioZur replied to KerbMav's topic in KSP1 Gameplay Questions and Tutorials
All the adapters (dual/tri/quad) have that key on the config file: NoCrossFeedNodeKey = bottom It is there to avoid the fuel to be pumped on a unbalanced way. So removing it would at your risk of having a bad fuel flow. (fuel line would be better). This is due to the fact that the cfg have that line: attachRules = 1,0,1,0,0 stack, srfAttach, allowStack, allowSrfAttach, allowCollision It does only allow for the art to be stacked, and allow other parts to be stacked to it, no surface attached. You could edit those without affecting the game. PS: Any edit you make, either make a new cfg (make sure you change the name = partname), or backup the original one (with another extension that .cfg). -
Mod Parts and Research
UbioZur replied to DeafFrog's topic in KSP1 Suggestions & Development Discussion
In one of the squadcast (I think the 2), they said mods can add parts/node to the tech tree. After that I guess it's up to the mods maker to decide what they wants to do. -
If by struts you mean struct connector, I haven't look for it,and I don't see the point. If you mean the girders or octogonal/cubic strut, then yes it is possible. You can definitely add more node to to the cubic strut (wont be possible with the plugin at the moment). at the moment it got those two nodes node_stack_top = 0.0, 0.1287344, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.1287344, 0.0, 0.0, 1.0, 0.0, 0 just add some side one node_stack_sidex = 0.1287344, 0.0, 0.0, 1.0, 0.0, 0.0, 0 node_stack_sidemx = -0.1287344, 0.0, 0.0, 1.0, 0.0, 0.0, 0 node_stack_sidez = 0.0, 0.0, 0.1287344, 0.0, 0.0, 1.0, 0 node_stack_sidemz = 0.0, 0.0, -0.1287344, 0.0, 0.0, 1.0, 0 I haven't tried it, but that should make is have 6 stack nodes, one on each face.
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GUI Question (dropdown menu and other)
UbioZur replied to UbioZur's topic in KSP1 C# Plugin Development Help and Support
Yeah it should, you don't even really need another tool, you can just go on the new cfg file and change the scale. -
GUI Question (dropdown menu and other)
UbioZur replied to UbioZur's topic in KSP1 C# Plugin Development Help and Support
The first release is a simple welding with just display data at first. And then release a second version that will allow to change some value. I am not sure it will be possible to change the scale value for each part however, since for just a few parts it would be ok, but it would become quite a mess with more parts. -
Fuel Elevator! Keep me updated on this, defo wants to see how it goes.
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Which version of KSP are you using? because they don't have Isp and vacIsp on the last one. you have to go to the Module Engine MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 1500 heatProduction = 500 fxOffset = 0, 0, 1.5 PROPELLANT { name = LiquidFuel [COLOR="#0000CD"]ratio = 0.9[/COLOR] DrawGauge = True } PROPELLANT { name = Oxidizer [COLOR="#0000CD"]ratio = 1.1[/COLOR] } atmosphereCurve { [COLOR="#0000CD"]key = 0 330[/COLOR] [COLOR="#0000CD"]key = 1 280[/COLOR] } }
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Awesome!!!! How many of them there is? It is also really time consuming to get all the position value when you start having some strange stuff everywhere.
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GUI Question (dropdown menu and other)
UbioZur replied to UbioZur's topic in KSP1 C# Plugin Development Help and Support
GUI, Cleaning the code a bit (especialy all the debug log), and adding the lift values on the cfg. and I should be good to be release for play test. -
Symmetry Axis tilted in VAB
UbioZur replied to MalfunctionM1Ke's topic in KSP1 Gameplay Questions and Tutorials
Is that a rover you have fully build in the VAB? or imported from the SPH? in the later, did you modify the craft file to says it's a VAB one? -
How does Overheating generate?
UbioZur replied to MalfunctionM1Ke's topic in KSP1 Gameplay Questions and Tutorials
In Unity (the game engine of KSP), Overheating is dependant of the distance of the center of mass of the attached object. Since the Jumbo is Long, is center of mass is further away of the attach node that other tanks, and this is why make the mainsail overheat. A quick fix is to put small tank under it (plus it had a bit of fuel). -
Wedge docking ports
UbioZur replied to PeToVeRiTaS's topic in KSP1 Suggestions & Development Discussion
That would Join the Docking Alignment indicator on the http://forum.kerbalspaceprogram.com/threads/44952-Already-Suggested-List. At the moment if you don't want to eyeall it, You can use a mod like: Docking port Alignment indicator