Jump to content

pulp_user

Members
  • Posts

    11
  • Joined

  • Last visited

Everything posted by pulp_user

  1. What exactly do you mean by that? I could create a PartModule and append it to the part with the engine. Or would you rather derive a class from the ModuleEngines, and replace the old ModuleEngines? btw, I want to use this to create a mod that allows for asymetric spacecrafts, or ones that have shifting CoMs by adjusting the thrust of each engine (so that you don't have to balance them for hours) That would allow for some awesome cargo VTOL. I think I have the theory down, but I'm struggling with the implimentation. Am I missing something obvious, which has all the other modders prevented from doing this?
  2. I actually want to modify the thrust on a per engine basis, and thought about using the thrustlimiter, but I couldn't find it anywhere. It would be a pretty easy solution for my problem though, and I will handle the total thrust of the vessel elsewhere, so I don't see any problem. But where can I modify it? I didn't find it in the ModuleEngines. I will also look into your other solutions, but thrustlimiter seems to be the simplest and most promising right now. very helpfull post, thank you!
  3. The title basically says it all: I want full control over the engine throttle, without the player being able to influence it. I have searched throught the Plugin Dev Help forum, but found nothing, although this has been done already by modders. Is this problem so trivial? Currently I'm doing this: engine.currentThrottle = newThrottle; engine.finalThrust = engine.CalculateThrust(); which seems to do the job, but the engine overrides this with the player input. I currently have all the fuel consumption with none of the physics, and the throttle fluctuates. I have set engine.manuallyOverridden = true, but that seems to do nothing in this respect. I think that there are 3 solutions to this: 1. Prevent the engine from reading the player throttle input 2. replace the player input, so that the engine reads my input as player input 3. Override the throttle-values, after the engine has pulled the player input, but before the physics get calculated I guess I don't have the right permission to do 1, and 3 may all happen in one method, so I maybe can't "inject" the change between the player input read and the physics calculation. So 2 is the way to go, I think. I'd be glad, if anyone could help. greetings Simon
  4. Everything works for me, except the Debugging itself. I don't get any errors creating the mdb file or something like this, and attaching the unity debugger also works fine. But it simply does not debug. It doesn't care about breaking points, or doesnt even show function calls, or values of variables. Do I miss something obvius here? what I have done so far: I followed you instructions on installing (I guess nothing has gone wrong here, since I would have problems earlier) 1. Set breaking points in my mod.cs file 2. Build the Project, and get a dll and pdb file 3. Build the dll.mdb file using this line in a bat file: "D:\Programme\Unity4_6_4f1\Editor\Data\MonoBleedingEdge\bin\cli.bat" "D:\Programme\Unity4_6_4f1\Editor\Data\MonoBleedingEdge\lib\mono\4.0\pdb2mdb.exe" mod.dll 4. Copy dll ptb and mdb files into GameData/Mod/Plugins 5. start the game 6 attach debugger KSP runs normal, the mod functionality works normal, I just can't debug stuff. Do I set the Breakpoints right? I can bring the whole game to a halt btw, but that isnt very usefull
  5. Hi guys, is there a way to assign different thrusts to different engines on the fly? e.g. Engine 1 80% Engine 2 30% and so on.... Is this possbile, or do I have to lock everything too 100% and arrange the thrust limiters every time? Simon
  6. Hi all, the title basically says it all: How do I calculate the Center of Thrust for some selected engines? I think I need a position Vector of every enngine, and also another Vector that points in the thrust direction of each engine. Or is there a way to calcualte these with the attachedAngles of the engine? I am also quite unfamiliar with the Coordinate System of the ship. I looked into a config file of a very simple spacecraft and was confused, because the capsule was not at (0|0|0) coordinates, and engines that i placed on the x,y an z axis didn't show (0|0|x) rotation as I expected. Why are there four rotation axis??? I hope you can help! regards, Simon
  7. Hi Guys, I'm new to KSP modding and I will post a lot of noob questions in the next time. Is this the right place for that? However, my main question is: How do I get all engines of a vehicle, so I can manipulate their individual thrust an so on? I know there is a method to get parts by category, but I don't know what arguments to enter. Or can I maybe search their config files for the ModuleEngines Module? Simon
  8. Hi guys, I finally found the party . I'm so happy that I found this threat. It really is a mess to find some information on B9's release right now. But all of this doesn't matter anymore since i read throgh this thread. AWESOME! I can't wait to construct some space-hangars for my SSTOs! Your are doing an awesome job!
  9. I thought the more intake the higher I can fly without switching to oxidizer? So the engine will flameout on a lower altitude if I take away the intakes, won't it?
  10. Hi Guys, i need some help with an SSTO I'm currently woking on. I get it into Orbit and all that kind of stuff but somehow my spaceplane has a drag to the right at the very start of the flight. I built everything symetrically and it doesn't do this once it has taken off. I'm using 0.21 Mechjeb and 0.21 B9 Aerospace Pack. The landing gear itself is stock. This is an attempt that has a very low drag to the right: The problem is that the airintake, the wheel is mounted on, is not very durable during a rough landing. But if i don't mount the front wheel on the airintake like this: the drag increases like crazy. These two are as unstable as the 2nd one. If you don't steer it leaves the runway halfway and crashes: Here is one image of the whole SSTO: I hope that the images work . I'm sorry if this is a noob problem, I'm still quite new to KSP, espacially to SSTOs. The only idea I'have about this is, that the lights of the wheels are all facing to the right. So they aren't flipped like all the other parts. But I can't do anything about that without them facing to the wrong direction. regards Simon
×
×
  • Create New...