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dtobi
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KSP2 Release Notes
Everything posted by dtobi
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Would you please tell me which bugs and problems you refer to? Your post leaves me clueless.
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I finished the inspirational album. Thanks to everyone who posted their pictures here. Post pictures of your designs here to have them included.
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Nice work!!! If you're looking for 1.25m orange tanks you might find what you need here: http://forum.kerbalspaceprogram.com/threads/55985-0-22-01-Dec-Space-Shuttle-Engines-V0-8-Performance-and-smart-parts This mod looks very promising. Keep up the good work!
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That's not too hard. You can do it yourself. Go to the CFG file in the parts folders and change the values for maximum heat tolerance and heat production to your liking. Or try to throttle down a bit.
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I thought so, too. Actually they were super easy to make. And they work likea charm.
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Its supposed to work without FAR. Were the tanks empty? Did you use the airbrakes?
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Great work. This looks great. Thanks for sharing.
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Great! Do you have a Screenshot of the start configuration, too?
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Sounds great. Would you share some pictures?
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Ok I see. Thanks.
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The new update is out: V0.8 Performance improvements and new automatic parts * Reduced the size of the textures to save a total of 200MB RAM * Replaced many colliders with box colliders - easier to compute, lighter on the CPU * Removed an unnecessary collider from the BB1 engine. It should perform better now. * Added fuel controller. It can turn on and off the fuel crossfeed. It is used with fuel lines. * Added fuel controller functionality to in-line fuel breaker. They can now control the fuel flow, too * Moved in-line fuel breakers tu Utility section in the editor * Added timer device. It can even trigger actions on separated stages! Control it with action groups. * Added Flameout detector. This should make building spaceplanes with more than one jet engine easier. * Added an example vessel Falcon to show the new functions.
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You'll love the next release. Fuel controllers are coming in the next one. You'll be able to toggle the fuel beakers and a radial fuel controller with action groups. :-)
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Great to see something different than a shuttle. Looks great! Can I use the image for the inspirational album that I still plan to do?
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The radials (small and medium) are supposed to sink in. Look at the firefly example craft to see how they should be used. Cheers!
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I did some fine tuning to the texture sizes for _all_ parts and reduced the complexcity odf many collision meshes. Thanks for the hint. I'll include it in the next release.
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Thanks for your quick reply! I really appreciate it! I tried your approach before but I did not succeed because I got an error (see below code): public class KM_SimpleFloater : PartModule { // remember the time wehen the countdown was started [KSPField(isPersistant = true, guiActive = true, guiName = "Buoyancy")] private float buoyancy = 1.0F; [KSPField(isPersistant = true, guiActive = true, guiName = "BuoyancyForce")] private float buoyancyForce = 1.0F; public override void OnStart(PartModule.StartState state) { this.part.partBuoyancy.buoyancy = buoyancy; this.part.partBuoyancy.buoyancyForce = buoyancyForce; } [KSPEvent(guiName = "buoyancyForce +", guiActive = true)] public void increaseBuoyancyForce () { buoyancy = buoyancy + 10f; this.part.partBuoyancy.buoyancyForce = buoyancyForce; } [KSPEvent(guiName = "buoyancyForce -", guiActive = true)] public void decreaseBuoyancyForce () { buoyancy = buoyancy - 10f; this.part.partBuoyancy.buoyancyForce = buoyancy; } [KSPEvent(guiName = "buoyancy +", guiActive = true)] public void increaseBuoyancy () { buoyancy = buoyancy + 10f; this.part.partBuoyancy.buoyancy = buoyancy; } [KSPEvent(guiName = "buoyancy -", guiActive = true)] public void decreaseBuoyancy () { buoyancy = buoyancy - 10f; this.part.partBuoyancy.buoyancy = buoyancy; } } Gives me: [Exception]: NullReferenceException: Object reference not set to an instance of an object I altered the code this way and I got a PartBuoyanc Object back which I can now alter. However, it doesn't affect anything. My part does not really float (its supposed to lift the capsule after splashdown). The capsule stays in teh water without any change, regardless of what I change the values to. Here is my new code: public class KM_SimpleFloater : PartModule { // remember the time wehen the countdown was started [KSPField(isPersistant = true, guiActive = true, guiName = "Buoyancy")] private float buoyancy = 1.0F; [KSPField(isPersistant = true, guiActive = true, guiName = "BuoyancyForce")] private float buoyancyForce = 1.0F; private void setBuoyancy() { PartBuoyancy partB = part.GetComponent<PartBuoyancy>(); if (partB) { partB.buoyancy = buoyancy; partB.buoyancyForce = buoyancyForce; } else { print ("PartBuoyancy not fund"); } } public override void OnStart(PartModule.StartState state) { PartBuoyancy partB = part.GetComponent<PartBuoyancy>(); if (partB) { partB.buoyancy = buoyancy; partB.buoyancyForce = buoyancyForce; } else { print ("PartBuoyancy not fund"); } } [KSPEvent(guiName = "buoyancyForce +", guiActive = true)] public void increaseBuoyancyForce () { buoyancyForce = buoyancyForce + 10f; setBuoyancy(); } [KSPEvent(guiName = "buoyancyForce -", guiActive = true)] public void decreaseBuoyancyForce () { buoyancyForce = buoyancyForce - 10f; setBuoyancy(); } [KSPEvent(guiName = "buoyancy +", guiActive = true)] public void increaseBuoyancy () { buoyancy = buoyancy + 10f; setBuoyancy(); } [KSPEvent(guiName = "buoyancy -", guiActive = true)] public void decreaseBuoyancy () { buoyancy = buoyancy - 10f; setBuoyancy(); } } Is anything necessary in addition to setting these values? What are good values for it? I tried everything from 1 to 500 for buoyancy and buoyancyForce . Any suggestions for sane values here? Thanks a lot!!!
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Hello, I have another question. Does anyone have a working config for parts that float on water? I tried fiddling with the following buoyancy = X (tried values from 1 to 100, no change in behavior) and MODULE { name = PartBuoyancy buoyancy = 100 } --> This doesn't even load properly. Do you have any clues? I would like to make a part float on the water (like a raft).
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I think it was the framework version. I tried to use the .net framework 3.5 with Visual Studio Express 2012 but I cannot set the target version at all. Googling didn't help. Installing .net 3.5 didn't work. That was quite frustrating. I'm now doing it with Mono and Xamarian Studio. It works but its code browser is not as good. Does anybody have some pointers how to set .net framework 3.5 in Visual Studio Express? Thanks! Another thing: I am looking for a tutorial or code example how to do a part that can be activated by a stage (like a parachute or engine, just not a parachute and engine ;-) ). Can somebody help me? Searching Google and the forum died not yield any results. Thanks, too!
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Simply add: [ imgur]#imgurID[/imgur]. In your case: [ imgur]nGl9N[/imgur]. Just delete the spaces in the brackets before you submit it. I need the spaces to not let it display the album here.
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These deserve to be seen without clicking:
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Hmmm... It might also be the collider that causes the other engine to lag. I'll try to change it with the next release.
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I might make some more parts like the auto stagers. If so, I'll make a separate pack of these. Right now, all parts in here make a shuttle designer's life easier (without taking away the fun, I hope).
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Gregbert seems to like it! I know the problem with the collisions. More separation boosters typically help. Look at the example craft. They have working booster separation. However, your boosters look much larger than mine!
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Can you post some more images of these? I'm still planning to start an inspirational album. I'd live to see the launch configuration, too.