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KSP2 Release Notes
Everything posted by DYJ
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Like theflyingfish says, I have no intentions to add functionality to this unless there is a very good reason to do so. Many people seem to like it though so I'll keep it working. If anyone wants to make more models for it they are free to do so, it's very straight forward and modeling for it is very similar to how vanilla engines works. A transform for the muzzle and casing ejection port and a emissive map like usual. If you have any questions on how something works/doesn't feel free to PM me here or the official KSP IRC.
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Updated to include Luccheses sound stuff, with a little twist to it.
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This addon is over a year old, DA is not going to work. If someone wants to resurrect the crewtank feel free to do so, but create a new thread for it. Locking this.
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[Showcase] Replica Craft thread!
DYJ replied to Mr. Pseudonym's topic in KSP1 The Spacecraft Exchange
Lack of pictures recently, so here is a HEMTT or Heavy Extended Mobility Tactical Truck: Try to stick to the topic guys. -
Both landing legs and landinggear are automatically assigned to the gear actiongroup activated (by default) by the "G" key.
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You are looking at old code, PartReader was the old way off acessing stuff before .20 and no longer works. You should see it commented out in the bitbucket code, here is a direct link that works: https://bitbucket.org/Damnyoujapan/dyjlibrary/src/57ea7a70e20d5c9f34e1b4cfa310127adf8665c9/Class2.cs?at=default If you have a soundfile you like and you know you are free to use I can just add that to the plugin, seems less messy than 2 plugins.
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There is no legal reason why you wouldn't be allowed to host a thirdparty mod database ( as long as you are just letting mod authors upload their stuff there on their own volition ). There has been a few attempts, some more successful than others. Kerbal.net which I assume is what KhaosCorp is referring too is one of these, and it was indeed shutdown but not after legal or otherwise pressure from squad, its maintainers simply assumed that spaceport would be good enough to make kerbal.net obsolete. Spaceport is in its current state not a good service and I'd advice people to stay away from it until spaceport 2 rolls out.
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General Propulsion mod feedback thread.
DYJ replied to Galacticruler's topic in KSP1 Mods Discussions
Just asking people to look at your thread is a form of bumping and not really okay, but as this has turned into a feedback thread I'll just change the title for you and it'll be good. -
The official line is that it won't happen, KSP is not exclusive on steam so it wouldn't make too much sense.
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Like Sean Mirrsen said the change of their dragcoefficient means they work the same as the pod+chute combo, ie only helps your craft point in the direction of travel because it makes the tip of your craft slightly less draggy compared to the rest of the rocket. But this still means you are increasing your overall drag making your rocket less efficient. I reckon fins are still a much better option for most rockets.
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Spacestations and other rather important features of the game have indeed been marginalized by the .22 career mode, but as Moach said this is just the first revision. The career mode and techtree will likely get much better as it's fleshed out with more parts,mechanics and whatnot.
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Check this post http://forum.kerbalspaceprogram.com/threads/53025-Science-and-mods! All you really need to do is to add TechRequired = start to the part config.
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Camera Breaking the Game
DYJ replied to Rathlord's topic in KSP1 Suggestions & Development Discussion
C toggles IVA/normal camera, V changes the camera mode. Check here for a full list of controls: http://wiki.kerbalspaceprogram.com/wiki/Controls -
My Huge Ideas for Campaign
DYJ replied to LadyAthena's topic in KSP1 Suggestions & Development Discussion
I suggest you have a look at http://forum.kerbalspaceprogram.com/threads/44952-Already-Suggested-List and http://forum.kerbalspaceprogram.com/threads/36863-What-not-to-suggest as some of things things you suggest are already listed. -
The vanilla default module doesn't do roll in any configuration I'm afraid.
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You can add things to previously unlocked tech nodes, but you have to go the the R&D building, click the node, and then click the new parts individually in the small window in the topright corner. Not entirely sure why this is, but that way works.
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Additions to PART {} .22 adds two new parameters to PART, TechRequired and entryCost. TechRequired is what research node unlocks your part. entryCost is the cost of the part - in credits - when the node has been researched. Cost isn't actually implemented, the player has a bottomless wallet with the parts being automatically purchased upon researching a node. New modules. ModuleScienceExperiment ModuleScienceExperiment is the new module for science stuff, it's fairly straight forward but references the ScienceDefs.cfg science definition file. For this to work just make sure the id matches in both .cfgs. It automatically activates animations set up with the default ModuleAnimateGeneric module. ModuleDataTransmitter Antennae module. Same as ModuleScienceExperiment in regards to animations. ModuleLandingLeg New landing leg module, set up like so: http://i.imgur.com/kKMEbtk.png ModuleScienceContainer Allows the storage of science reports. ScienceDefs.cfg Located in GameData/Squad/Resources, works the same way as the resources definition. So you can make your own and package it with your mod just like the resources.cfg. This file contains all flavour text and defines what can do science where, if you don't want to see spoilers don't read it. SituationMask & biomeMask are bitmasks defining where the part can do science. SituationMask determines in which of the following conditions science can be gathered: SrfLanded = 1 SrfSplashed = 2, FlyingLow = 4, FlyingHigh = 8, InSpaceLow = 16, InSpaceHigh = 32 [TABLE] [TR] [TH][/TH] [TH]InSpaceHigh = 32[/TH] [TH]InSpaceLow = 16[/TH] [TH] FlyingHigh = 8[/TH] [TH]FlyingLow = 4[/TH] [TH]SrfSplashed = 2[/TH] [TH]SrfLanded = 1[/TH] [TH]Binary[/TH] [TH]Decimal[/TH] [/TR] [TR] [TD]Option with everything selected:[/TD] [TD]1[/TD] [TD]1[/TD] [TD]1[/TD] [TD]1[/TD] [TD]1[/TD] [TD]1[/TD] [TD]111111[/TD] [TD]63[/TD] [/TR] [TR] [TD]Option with only FlyingLow selected:[/TD] [TD]0[/TD] [TD]0[/TD] [TD]0[/TD] [TD]1[/TD] [TD]0[/TD] [TD]0[/TD] [TD]000100[/TD] [TD]4[/TD] [/TR] [/TABLE] The number you need to input is a decimal conversion of binary yes/no selection. So you grab the number you've gotten by filling out the options above and run it through a binary converter like this one: http://www.binaryhexconverter.com/binary-to-decimal-converter BiomeMask works in a similar way but determines when biomes play a part in your science gathering. Think of it as you are filling the list out again, 111111 or 63 is always. 000100 or 4 is only when flying low. This allows your ground poking instrument to care about if you are in the desert or not while letting a deepspace radiowavesomethingorother not bother checking what it happens to be above. Additional researchnodes. A few extra empty nodes have been added to allow easy endgame tie-in by mods. As shown here: http://i.imgur.com/OkwRzka.png Names are as follows: experimentalRocketry nanolathing experimentalAerodynamics aerospaceTech experimentalElectrics experimentalScience automation experimentalsMotors If you have something that feels relevant please post it in this thread.
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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
DYJ replied to DYJ's topic in KSP1 Mod Releases
Sounds like your game is messed up, does other parts highlight when you mouse over them? -
MR Aerospace [New Engines and Fuel types]
DYJ replied to MrROFLWafflez's topic in KSP1 Mod Development
The Addon releases board is for finished stuff, moved this here for now. PM me when you have something done and want it moved back. -
The link for PartTools package for 0.20 is gone.
DYJ replied to Scotti's topic in KSP1 Mod Development
Does indeed seem dead, I'll poke the devs. -
Looks great, but please add a license for your work as per forum rules.
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[Showcase] Replica Craft thread!
DYJ replied to Mr. Pseudonym's topic in KSP1 The Spacecraft Exchange
Some old helicopters of mine. -
Moved it to the correct subforum as per authors request. Please refrain from posting reaction pics since we have a rule against that. "2.3 Other forbidden messages Messages that lack any substantial content, for example messages that contain only reaction images, simply a '+1' or jargon;"