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Everything posted by michaelhester07
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How to get exact biome
michaelhester07 replied to michaelhester07's topic in KSP1 C# Plugin Development Help and Support
Thanks. I had figured out a way to do what I needed with the RevealSituation method on the vessel for the second part. -
[.90] WIP : Stanford Toruses
michaelhester07 replied to michaelhester07's topic in KSP1 Mod Development
I've started work on this again after getting back into KSP. What's coming down the pipe: Progressive Science New science projects will accompany new parts to the stanford torus mod which must be run over time to complete. Some of these may consume resources too (like kethane or ore). I almost have the plugin to support it done. Here's the timed goo canister experiment The way a progressive experiment works is this: Once you're in the biome where you want to conduct the research you activate the experiment (here "open goo canister"). The experiment then runs for a while. Once the data fills to capacity you can then view the results ("observe mystery goo" here). Be careful not to reset the results as data is consumed permanently. IF you reset you'll have to run the experiment again. Plans for this experiment type: Copies of existing experiments Garden experiment (see what happens to plants exposed to space) Psychology experiment (see what happens to kerbals spending years in a tin can) Orbital particle accelerator (will be nearly the size of a stanford torus) Contracts for these experiments -
How to get exact biome
michaelhester07 posted a topic in KSP1 C# Plugin Development Help and Support
I'm nearly there with my science module plugin, i just need this last bit. In order to prevent some level of cheating I need to detect what display biome an experiment was performed in. I saw the post on the biome names. I need to be able to filter the vessel position based on whether it's flying, landed, or orbiting. How can I detect those states? -
Thanks. Now I just need to be able to create science data. Edit update: I managed to override the Deploy method for the scienceExperiment module so now it will spend a resource to deploy the experiment. The only problem is I can't find what is run when resetting the experiment so I can't refund the resources spent on it.
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I want to have parameters in my module on a part. I have no idea how to access them from the C# plugin. MODULE { name = resourceScienceModule resourceName=ElectricCharge resourceAmount=10.0 experimentID = mysteryGoo amount=10; experimentActionName = Observe Mystery Goo resetActionName = Reset Goo Canister useStaging = False useActionGroups = false hideUIwhenUnavailable = false xmitDataScalar = 0.3 FxModules = 0 dataIsCollectable = True collectActionName = Collect Data interactionRange = 1.2 } The parameters I want to read are the first 4. How do I read the parameters ?
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Been a long time since I visited this thread. I sort of put it out there and let it fly. Since im back into KSP I'm planning to update this mod. I still want to do a progressive science experiment mod to go with it too. I'll dig up my dev thread to list the plans. I'l also want to try the mksified changes.
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The stanford torus around minmus is at 20% completed. I already ran out of kethane on the surface and depleted nearly half of the ore deposit for this too. There are 2 other deposits I can use, 3 if I'm willing to use kethane trucks. Photos of the build in progress below. BTW this is the first time I'm trying to actually legitimately build the torus. Previous games I had I cheated half way though. I'll probably have to get Karbonite to finish it.
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That will probably get a download from me when it's done just so I can have one in orbit of Jool for 10 years.
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I restarted my career mode so I could do a science bomb. Flying the NASA logo on this one too (to make fun of my budget vs theirs). Highlights from this round: Launched a pair of science bombs, one to mun, one to minmus. Launched a build station to minmus to build a torus. Launched the core for the minmus base. removed excess from my science lab
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What KSP has taught me to be annoyed at
michaelhester07 replied to KBMODIGITY's topic in KSP1 Discussion
I watched Armageddon on cinemax a month or so back. There's a movie that simply forgets how space works beyond launch. We got shuttles with thrusters lit doing banking turns. The asteroid has strangely earth-like gravity when they throw the extension tubes for the drill aside. KSP taught me that space doesn't work like that. Never mind this one: There is an asteroid sized plothole while they're on the asteroid. Incoming spoiler alert (if you somehow haven't seen that movie from 1997!) The whole plot when they get on the asteroid goes like this: one of the shuttles crashed while the other survived. The crashed shuttle was intact enough that the 3 guys could get on the tank drill machine and pilot it all the way across the asteroid to the intact shuttle. About half way though this we get houston activating the nukes on the shuttles to blow up the asteroid before it can hit earth. We get a whole scene where Bruce Willis convinces the cmdr guy to turn off the nuke. They succeed with 5 seconds to spare. This is where the plot hole is. 5 seconds later everything should have faded to white while we watch a mushroom cloud go off on the asteroid. Why? Because the other shuttle's nuke survived the crash! It is very likely that nuke survived because the armadillo tank thing from that shuttle survived. Yes. Michael Baysplosions forgot that he had a whole nother nuke worth of explosion sitting on that rock because hey... double up on everything right? Even the nukes. KSP taught me another thing about armageddon: It is EXTREMELY DIFFICULT to move a large asteroid. That asteroid wouldn't have been deflected much even split in 2 by the nuke. Now we get 2 craters on earth instead of one. The roid in Armageddon is easily bigger than a Class E in KSP. Now on to the OT: Gravity's plot wouldn't have worked unless the ISS and the debris cloud were on perfectly perpendicular orbits and the same altitude. Otherwise you get like 1 pass for the cloud and then you'll never see it again for at least a few days. I do agree that Clooney's death was retarded. The moment there was any tug on that rope that they were caught on would be the end of his velocity compared to sandra. One light tug and they're both in. He didn't need to die. -
That is the science lab module from my stanford torus mod. I haven't updated it in a while as I went to play another game. Since i'm back in KSP for a little bit I may update it again. http://kerbal.curseforge.com/ksp-mods/221761-stanford-torus-0-1
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In the current games I'm on right now: My work laptop: Jeb is camped out on Minmus to plant flags whenever a flag contract comes up for that place. Bob is in "Science station alpha" over the Mun, stuck in meetings all day Bill is on Mun to plant flags for money. My main gaming desktop Jeb: In orbit of the mun in a test ship: Rocomax wanted me to test their poodle engine in orbit of mun. Bill: Operating the ground base to launch ships to the stanford torus build site over the mun. Bob: Somewhere
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Today in KSP... I got stuck in a meeting
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Sounds like a 2 part solution 1. Put a liquid rocket in the center with a little bit of fuel (it should be fairly powerful, like a mainsail or higher). 2. Do your launch without mechjeb. If MJ is turning off your liquid rocket you'll have no steering, so turn MJ off and keep your throttle to 20% or lower. This way you can use the center rocket to steer for your gravity turn. The wings higher up will actually interfere with your steering too. If you can replace them with girders that would help.
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If you need a first time good landing spot on the mun look for areas between small craters within main craters. Now to actually land on that spot this is how I do it. 1. Adjust your orbit inclination so that you'll pass over the spot you want to land on. 2. When you're on the exact opposite side of the Mun from your landing spot drop your PE to 15km. 3. Wait until you're almost passing over your target landing site, then burn retrograde to stop your orbit. Drop your speed to 200m/s. 4. When you're almost directly above your intended landing site burn on the side of your retrograde marker away from the "zenith" on the navball so that your retrograde marker lines up to the zenith. 5. At 5km above target drop to 100m/s 6. At 2km drop to 50m/s, 1km to 40m/s, 500meters to 20m/s, 100 meters keep it below 10m/s, 25 meters above drop to 3m/s. 7. Soft landing. For steps 5 and 6 beware that your altitude indicator is sea level and most crater floors are at least 1km above sea level on the mun. You can use IVA to find the actual radar altitude. Landing on the day side of the mun is easier as you can use your ship's shadow to judge your height. If you have a mod that shows your radar altitude you can read the altitude directly for those steps. I've found that mun takes 2500 d/v in the lander stage to land and return to kerbin safely. This works out to a FL-400 with the LV909 with the Mk1 capsule, plus landing gear and a small science experiment (one Science kit). My most recent mun lander in my current full career mode ends up using the transfer stage for most of the landing as it has extra dV.
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rover throttle control?
michaelhester07 replied to innovine's topic in KSP1 Gameplay Questions and Tutorials
Nothin like some good ol post necromancy. Musta left the timewarp on before commenting. -
Command chair counts as a control point but it does not have electric charge storage. The wheels need electric charge to drive the motors in em. Add batteries to your rover (one pack of the 100 size batteries should do) and you'll be set. Watch out for solar eclipses too. Everything looks fine but your rover dies? Look up and see if kerbin's in the way of your power. Yes this is the only time you'll grow to hate solar eclipses.
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I'm looking to create a science module plugin that spends a resource in order to deploy the experiment. First, How would I spend a resource on the ship where the module is attached? Second, what is the best way to overload the science experiment class?
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I started a new campaign for july (can't get enough of the early stuff) after the base kraken threw my duna base onto the sun (i didn't let the warp end before I finalized an EPL ship). With this campaign came my first 2 stage mun lander which Jeb valiantly landed on the mun (after parallel parking that train this was childsplay to him). The first image has that 2 stage mun lander. The bottom stage has all the science experiments, the top has jeb. After landing he got out, grabbed the data, got back in and dusted off. The descent stage had a bit of fuel left in it so I used it to get to orbit faster. I had about 700dV when I hit orbit, more than enough to go home. My new inline goo module made the landers more efficient for future designs.
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Jeb once parallel parked a train. His small talk is the basis for foreign policy.
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I tried those links from SpannerMonkey's reply but couldn't find what to reference to get the [KSPAddon] stuff or where those DLLS are located. The Video helped once I got to part 2. I'll do some more with that. That information needs to be sticky somewhere though. Unrelated: Can I attach the visual studio debugger to KSP?
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Did the SRBs impact the mainsail engine when they separated (this is like 90% of my launch failures). You can put the SRBs on the end of pylons (use the girders to make pylons) to help prevent them from hitting the mainsail when they detach. The other part is to make sure the SRBs are separated before you start your gravity turn or after the turn is complete as the boosters will drag into your ship if you're starting the turn when you release them.
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I've searched here (and the forum search is not helpful at all btw) and I cannot find out what to reference in a new C# project in Visual Studio 2012 express to build a plugin. Is there anywhere that shows the parts I need to build a workflow for making a plugin? And if that information isn't stickyed in this forum can it be?
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Efficiency Question
michaelhester07 replied to DeskLamp's topic in KSP1 Gameplay Questions and Tutorials
ninja'd but... The Lv 909 while not as efficient as the LV-N can be used as an early transfer stage for interplanetary vessels. You can do a mission to Ike with landing and coming back with LV 909s in the transfer stage (my may carrer I had done just that with all of T4 tech unlocked and the long boosters unlocked)