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Xty

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Everything posted by Xty

  1. Lol, obviously, why would they open source visual studio, they sell it for money. I believe that while the standard may have been open source, Microsofts actual implementation of the code was not, which is what they just made open source.
  2. I'm just letting you know, while cloning would give you the same fuel on both ships, the mission time for vessel B would still be wrong, because you cant fly them both at the same time. And as I said, they would also be in different situations, if vessel A had a Jool flyby, vessel B wouldn't (or at least it would be a different flyby), because Jool and Eeloo and wherever your ship was starting from would all be in different places, because while you flew vessel A, time continued for vessel B as well as all your other missions. But anyways, just so you know, I think the correct section for Add-on Requests is http://forum.kerbalspaceprogram.com/forums/19-General-Add-on-Affairs
  3. I'm not sure I understand. You can only fly one ship at a time, so when you go back to fly the second one everything will have changed, it won't be the same situation so it won't really be useful to compare the differences between two different routes to see which was better? In your example, the second ship, Eeloo, and Jool would have all continued along their respective orbits while you were flying the first ship.
  4. I highly doubt anyone will make this. When you go and fly the first vessel the second one is still going to be moving, as well as the planets, etc. When you go to fly the second one to compare, it would be in a completely different situation. Why not just save with quick-save and then load back to the quick-save? http://wiki.kerbalspaceprogram.com/wiki/Key_bindings
  5. It has a command pod, a fuel tank, an engine, and an rcs thruster that I re-purposed to be the part I have my module attached to (idk why I used an rcs thruster for it but i did, maybe it was the part for a tutorial). But the engine and rcs thruster aren't running while I'm testing (at least they shouldn't be, rcs is off and has no fuel, engine is off and also has no fuel).
  6. I did notice that there appears to be some kind of cap. I'm actually having the opposite problem though, the actual roll acceleration (~9.4) is higher than what I calculated through torque and the moi (~7.6), where as for pitch and yaw it's much closer (~.76 actual) (~.74 calculated through torque and moi).
  7. "// KSP's calculation of the vessel's moment of inertia is broken." Whew, I knew that roll MoI of 90000 seemed ridiculous, thank you. I'm a few version behind in KSP, I wonder if they have fixed it in newer versions. Trying out that MoI function got me way closer, but in testing calculating angular acceleration I'm still getting numbers that are slightly off for roll. Pitch and yaw seem good, but for my very simple ship, my function calculates the angular acceleration should be ~7.6 now, but when I actually test it out by rotating for X time then dividing the rotational velocity by the time spent rotating it comes out at ~9.4 pretty consistently.
  8. How would I calculate a ships maximum angular acceleration? I was trying torque / the moi for each component of those vectors, but idk if I figured out torque wrong or something was wrong with the moi, but the roll acceleration came out to like 90000 something, the other ones were like 0.8 (the ship was in space and very simple with just a command pod, fuel thing, and engine). When I checked out the moi the roll component was like 6E-05, whereas the other 2 were ~5.56. Does this seem reasonable? I wouldn't have expected the roll moi to be so ridiculously small compared to the other two? Could anyone help me out? Thanks
  9. I'm trying to run code when my part is unloaded / destroyed, but nothing seems to work. I've tried a few different things includeing overriding OnInactive but it doesn't seem to fire. I can't find anything on the forums either, can anyone help me out?
  10. I swear I posted this yesterday, must have not hit post or maybe my internet went out: You do have to recompile and restart KSP for testing plugins unfortunately. I'm not sure why you need to 'wait a minute for the mem usage to clear' though, I've never done that. You can speed up the process by making a copy of your KSP and then stripping out a lot of the parts so that they dont need to be loaded, this will speed up the time it takes for you to load the game. You just copy the install directory, then go into 'Kerbal Space Program/GameData/Squad/Parts' and remove some of the part that you dont need for testing. Also be sure to remove any addons you have installed if you can do without them. There was also some code you could put in your addon/an addon to cause the game to automatically load one of your save files right from the menu, so you skips those, but I haven't tried it so you'll have to look it up yourself in the forums if you want to do that.
  11. Not what you were asking, but possibly helpful to you (although late); you can make a separate development copy of KSP and strip out a lot of stuff to make it load faster. All you have to do is go to your KSP install directory and copy it, then take out any addons you have downloaded and remove a bunch of the stock parts so they dont have to be loaded. Then you just run KSP.exe. Parts are located in "Kerbal Space Program\GameData\Squad\Parts". It'll load a lot faster, useful for testing.
  12. A part modules .Events contains a list of its KSPEvent s, these are buttons that are shown in the parts right click gui. Like for example Lock/Free Gimbal for an engine with gimbal.
  13. Could anyone tell me how I could get the information listed in a parts 'more information' frame in the editor, when a ship is in flight?
  14. Ah, I re-added the required DLL references and now its working, I must have had outdated ones from before those things were added.
  15. When I try to put [KSPField(isPersistant = false, guiActive = true, guiActiveEditor = true, guiName = "My Bool"), UI_Toggle(disabledText="Disabled", enabledText="Enabled")] into my addon code I get errors, "'KSPField' does not contain a definition for guiActiveEditor" and "The type or namespace UI_Toggle could not be found", could anyone tell me why? Have these been removed or...?
  16. How do you read a PartModule's Field's value? I've got this to loop through all the fields on a partmodule foreach (BaseField field in module.Fields) { if (field.guiActive) { Debug.Log((part.name + " - " + field.guiName)); } } but now I would like to actually read the values of each field. edit: nvm field.GetValue(module) does it, the needing to pass in the partmodule confused me.
  17. In reference to the the 'using KSP', the KSP functions are in the global namespace, which is why there is no 'using KSP'. All the 'using' statement does is to make it so that you don't have to type out the full name of functions. For example UnityEngine has a Vector3 class. If you had 'using UnityEngine;' you just type 'Vector3' to use the class, but you can still use it without the 'using UnityEngine', you would just have to type out 'UnityEngine.Vector3' instead.
  18. What I was hoping to do was figure out the angular acceleration a ship can achieve and use that know when to decelerate the ships rotation. I have already used the cross product of the direction the ship is facing and the target direction to figure out which way to turn.
  19. Can anyone help me out with the math and stuff to figure out when to decelerate rotation to stop at a certain position? I've got these formulas: a(t) = dv/dt v(t) = dx/dt I think I can figure out the angular acceleration, it would equal my ships turning torque / its moment of inertia I believe so I have acceleration. I know the point I would like to stop rotation at and I know the end velocity would be zero. What I don't know is what time I would start decelerating or what position.
  20. Nope, I do not have any antivirus or firewall, other than the built in windows firewall.
  21. Hey, this sounds useful and like exactly what I need right now. I'm righting an addon but part of my code is crashing KSP for some reason and I can't understand why. I'm using Windows. I tried using the debugger, I got it started the first time but it wasn't stopping on the break points (possibly because I forgot to uncheck use local copy on the references, or because I set the breakpoints after starting), so hit stop in monodevelop which didn't stop KSP but caused it to freeze so I used the command prompt to close it. Now I can't get it to work anymore. I run the monodevelop script, start the custom debugger and set it to listen, but then when I run run32-debug monodevelop pops up with an error "Could not connect to the debugger." and KSP doesn't start up (at least not properly, it shows in the Task Manager but its using almost no memory so clearly isnt starting right). I tried recopying all the files into the KSP directory, and restarting the computer, but its still doing the same thing, any idea how I can fix this?
  22. KOS no longer allows accessing uninitialized variables, however it was useful when it did because then you could use it for initialization of a program. ex. my initialization code from 0.11, this now causes an error when toggling init (or if the toggle was commented out, in the IF) TOGGLE init. //init variable. Because there is no NOT or !=, toggle it so that if its uninitialized it becomes true, and if it is initialized it becomes false. IF init { //if initialization hasn't been done, initialize print "Initializing". //do initialization code. } init ON. //do normal code
  23. Ah I see, thank you, it works now. It was actually the opposite of what you said, UNLOCK THROTTLE works, but LOCK THROTTLE causes the bug. Tangent question, why does LOCK THROTTLE TO 0 unlock the throttle? What if I actually want to lock the throttle off?
  24. It's not that I taught myself UNTIL 1 is loop forever, it's that UNTIL 0 didn't work so I switched it. But thank you. Anyways that not my real issue, that test script is just for testing if it works, because it wasn't working.
  25. The UNTIL 1 just makes it run forever, I thought it used to be until 0 that did that but apparently no, its until 1.. Perhaps thats a new bug, but I don't think thats what is causing the issue, I tried UNTIL FALSE {} instead but same problem.
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