tasuit
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KSP2 Release Notes
Everything posted by tasuit
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Of course not - none of the components are finished. However, after some more digging it does seem like the modmanager loads mods from GameData/Mods, so that is quite interesting ..
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I've used dnSpy to open the code within the C-sharp assemblies, and it seems that there is already a ModManager implemented in the game (along with functions for both colonies and multiplayer, very interesting stuff indeed). My suggestion would be to google Unity Modding - you will find quite a lot of information on how to tap into the addressables e.g.
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
tasuit replied to erendrake's topic in KSP1 Mod Releases
I'm not sure, but I think you could use vectors to target your ship. Get the position of your ship, and subtract it with the position of your rocket, this gives you a directional vector pointing at your ship. Don't know if this works, or is possible, but thats probably the first thing i would try -
Your rocket design philosophy
tasuit replied to Commander Amaro's topic in KSP1 Gameplay Questions and Tutorials
I usually try to keep the 'spare' parts down. If I make a mistake, then I\'ll have to relaunch. Less is more, I always say. -
Hey fellow kerbonauts! I wanted to share some of the music that I created during the long hours of the night! Its abit of Dubstep, but I have not yet had a chance to record the vocals. Then its a bit of ambient! Hope you\'ll enjoy! Please give me feedback about this! http://soundcloud.com/aalborg-mogens/sets/demo-tape
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Hey all! Been here since around 0.10.1 - I\'ve just been lurking around and getting to know people before I wanted to introduce myself. I came here from Wiremod, where I was once the hoster of the unofficial wiremod server. I\'ve been doing alot of spacebuild in wiremod. I\'ve also been playing alot of Orbiter. So Kerbal is not something new and strange to me. Just glad to see such a beatuiful game rise with such a nice community! Cheers, Tasuit.