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Ashtoruin

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Everything posted by Ashtoruin

  1. Alright, makes sense, First Attempt at Moho went badly, was about 13k dV Short of Moho Orbit :/ so I'm prepping with 200k Liquid Fuel for this run, and bigger antimatter gens for better ISP :3 holy crap... Im going to have 1000 Tons of LF on this ship... :/
  2. Yeah, you have to reload KSP... Blarg... And Gah, I have to learn so much stuff for this, its like a College Class, Except I don't get Credit for it. But I guess I am at least learning useful stuff.
  3. In that Case, +INFINITY SPACE COOKIES FOR YOU, This is getting tedious and I'm only on Day 2. Edit: I just found an awesome way to Be in Position for Retrograde Burn coming out of Warp, I put the Warp Drive on Backwards... *Facedesk* Also, How is Velocity calculated coming out of Warp? I don't really need specifics, just what are the factors and how do I minimize them, I know you said on the first page that minimal distance is best, but does it take anything else into account? (ie Mass) Also, Bigger Warp Drives I notice can hold more Exotic matter, do they take more Exotic matter to launch jumps as well? are there any benefits to the larger drives?
  4. Fractal since you're here, do I have to reload KSP every time I want to test a mod? ie I'm making a mod myself and getting sick of reloading KSP every 10 minutes to make sure Im doing it right.
  5. Well, I was thinking about maybe adding a colored band to the tank based on the Fuel Type in the tank, but it would depend on how hard/easy that is to implement. Also, is there a way to reload .dlls or do I really have to restart KSP every time I want to see if it works >.>
  6. Honestly if you just want to build ships, Go to the Antimatter tanks .cfg and switch them from 0/x fuel to x/x fuel and Boom, no more work... I actually made a copy of the Bear Tank for figuring out the Bug with Docking Ports I found so I could more easily narrow down the culprit.
  7. Attached to the Reactor, 2.5m Antimatter engine -> Full Bear Antimatter Tank -> Clampotron SR -> Clamp SR -> Empty bear Antimatter tank
  8. It happens any time you have an antimatter Engine Connected to an Empty Antimatter Tank via a Docking Port. Tested with a 2.5m Antimatter engine -> Full Bear Tank -> Clampotron SR -> Clamp SR -> Empty bear, Problem went away when Empty bear had any level of antimatter in it. So I brokeded it, Do I get a cookie? Also, Switching Antimatter to Flow: ALL_VESSEL Fixed it.
  9. Yeah, got plenty, trying to see if I can replicate it on the ground, I'll let you know what I figure out EDIT: I have Reproduced it on the ground, I think I might know what is causing it, doing a few more tests.
  10. Well it did, till my ship ran out of Thermal Power :/ and it's weird, I just remade a mockup of it on the ground and it works fine, I think Im just going to launch a new tug and call it a day... EDIT: So I tried undocking the Tug from the Antimatter Tanker and Collector array, The Engines fired right up, Redocked with it, Engines Died.
  11. So 6 1.25m Antimatter reactors combined can only run 1 1.25m Thermal Rocket? Because When Im running my rockets, They all run out of thermal power and then all shut down except for one even with all 6 reactors turned on.
  12. The reactors are running at 0% with less than 10/300000 thermal power
  13. I changed the cfg to flow all and it worked great. Now though I have 6 1.25m electric gens to 6 antimatter reactors to 6 thermal rockets, the warp drive is fully changed as are the electric generators even though everything is still turned on.
  14. Okay, so Back to my spacecraft that all the engines were cutting out on, now I'm having the problem that they are producing Thermal Power SUPER Slow, even when the engines aren't running, we're talking like .1 Thermal Power per second per Generator.
  15. Nice, Now I just need to figure out how all this works :3, Next question is it possible to change texture based on what the tank has in it?
  16. True, Though I have his mod installed and nothing comes up, is there a hotkey to activate the GUI?
  17. I'll do that :3 Blarg... There really is a mod for everything :/
  18. Please do, I would kind of like to do the work myself, but as its my first mod and C# is somewhat of a new language to me, seeing how someone else did it would be SUPER Helpful. EDIT: Found it http://forum.kerbalspaceprogram.com/threads/31342-0-20-ModuleManager-1-3-for-all-your-stock-modding-needs?highlight=ModuleManager
  19. Okay, so more or less I really like Talisar's Spherical Tanks mod and I'm getting slightly annoyed with the 50 tanks I have to sort through to find the one I'm looking for. Now being a Computer Science Major I figured I might as well use my skills as a programmer for the powers of evil... erm, I mean good. So, Basically what I'm going to do first is create a GUI that you can use in the VAB/SPH to edit the % of fuel in a tank. Which to do this I'd really rather not edit each .cfg so Instead I need to figure out a way to force my PartModule onto every Part that contains any type of fuel. After I get that working I Want to be able to edit the type of fuel in a tank Via Toggles used to determine what mods are installed ie will offer kethane support if kethane is installed, otherwise you wont see the kethane button. So I see that there is Part.AddModule(System.String) but it says So is this saying that I need to write an OnSave and OnLoad method for handling the addition of my module parts that do not include it in the CFG? Thoughts?
  20. Alright, I get what that's doing I think. Is it possible to test if a resource is enabled? ie Say I want to add Kethane Support, can I check to see if Kethane is a Resource and have it return a true/false? I've been looking through the documentation, but sometimes its hard to understand what exactly its saying :/
  21. Okay, I'm a Comp Sci major so I know coding, but I've never actually worked on a mod for a game before, That being said I'm taking baby steps and figuring things out one at a time. I've been looking at how ships are saved from the VAB and noticed that they save the parts which doesn't include the fuel levels. So if I wanted to have a GUI with a slider for a tank to set it to half full, I would have to take the value from the slider and save it to be called when the rocket hits the launch pad at which point it could load the fuel level %number and edit the tank to the appropriate fuel levels. From creeping on other mods source code I think that this would be done with [KSPFIELD] public float fuel_adjust_percent = fuel_adjust_slider_value; And then some on load function I still have to figure out. So, I guess any pointers would be awesome or even just let me know if that sounds somewhat correct.
  22. Well as it stands right now, there really is no point to that as heat is only used to make power :3 but that would be cool in the future if heat does go that way.
  23. I concur with Scotius, worked like a charm. And I now have learned my Docking Ports break at arround 14 m/s^2 acceleration.
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