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  1. CLOSED See release thread : Hi Kerbonauts around the world Ever wonder what all the antennas you put on your craft, because they look so cool, actually do ? How far can you go with them ? How many science you'll be able to send back when you get there ? It's easy ! Just multiply the power of your strongest antenna with the result of the division of the sum of all your antenna's power by the power of the strongest antenna raised by their average weighted combinability exponent. This will give you the antenna power of your spacecraft, now calculate the root square of this number multiplied by the DSN power, it will give you your maximum range. So simple. OR You could use Antenna Helper to do all that, and more, for you. Looking for translators : If you like to help translate Antenna Helper please send me a message, either here or on GitHub. Translation remaining : English : Done Japanese : Done. Thanks to @EBOSHI, @COLOT and @anarog_1 Simplified Chinese : @CN_Warren Russian : @AlexALX Spanish : Done. Thanks to @fitiales German* : ... Italian* : ... French* : @Li0n Brazilian Portuguese* : ... *those language should be added to KSP 1.4. Ok, but what does it do ? It will show you the antenna capability of your active vessel in flight, in the editor and of all vessels in the tracking station. In flight ? Only in the Map View (for now). Click the Antenna Helper icon on the app launcher : And you should see something close to that : Those color circles represent the maximum range between your vessel and its relay/DSN, it also indicate how much signal strength you get. While your ship is in the green circle its signal strength will be clamped between 100 and 75%, in the yellow circle between 75 and 50%, in the orange circle between 50 and 25%, in the red circle between 25 and 0%. And if you're outside the red circle you don't have any connection. Apart from the color circles, you'll see a small window next to Antenna Helper icon on the app launcher : The four button will show you your range, and signal strength, from different sources (relay or DSN). ACTIVE (by default) show your range for the active connection, which can be from a relay or DSN. DSN show the maximum range between your vessel and the DSN RELAY show the maximum range between your vessel and all the in-flight relay DSN and RELAY combine the two above, showing you all the possible connection, with their range You mentioned the editor ? Yep. That's nice to see "on live" where you can go with your space probe but it's even better to know before launch how far you can travel. In the VAB (or SPH) click the Antenna Helper icon on the app launcher : It brings this window : Lots of infos here, let's go through them from top to bottom : Selected type : which antennas are taking into account to compute the vessel antenna power. Direct (by default) will use all antennas, Relay will use only the antenna with relay capability. Current target : the range of your ship's antenna is determined by the antenna power of its target, which can be the DSN or a relay. By default the selected target is the DSN. You can change the target by clicking on Pick A Target. (more about it below) Status : a quick explanation about which antenna on your craft will actually be used in flight. Power : the antenna power of your vessel. Max Range : the maximum distance between your vessel and the target after which you'll lose the connection. Depend on the power of your vessel and the power of the target. Max Distance At 100% : the distance between your vessel and the target after which your signal strength will start to decay. Color bar : it works with the Max Distance At 100% and the Max Range distance. The number aligned with the black bars separating the colors indicate the distance at which the signal decay. Example from the pic above : between 2 050 205 945m and 51 662 800 363m, your signal strength will vary from 100% to 75%. So the target is important ? Of course, one antenna on its own don't do anything. It must be connected to another antenna, can't compute maximum range or signal strength with only one antenna. Two type of target : the DSN (Deep Space Network) : it's the (very) big antenna on Kerbin. It has three levels with different power, you upgrade from one to another by upgrading the Tracking Station. relay(s) : those are vessels you build yourself, two condition need to be meet : having at least one antenna with relay capability and setting the vessel type to "Relay". You can simulate all those connection directly from the editor : Click the Pick A Target button : From here you can select a different DSN level, your current level is in bold and is selected by default. For simulating against in-flight relay hit the In-Flight Ships button : In this window you should see one button per flying vessel with its name and its antenna relay power, important distinction, when your connection is going through a relay only the relay antenna of this relay will be used. Sound obvious but... So if your building a relay make sure your selected type, in the main window, is set to RELAY. Speaking of building relays, you may want to simulate the antenna range of a relay before you launch it. To do so you need to add your ship/relay to the Antenna Helper Editor Ship List. Just open your vessel in the editor and click on Add Ship to the Target List in the main window. After which you can click on Editor Ships in the Pick A Target window : It works the same way as the in-flight relay list, the number between parenthesis is still the antenna relay power. But what all those numbers really mean ? They are, mostly, just distance. At a solar system scale. So big distance, like space-travel distance (we're playing a space program game, are we not ?). Anyway, to help figuring out what does numbers represent you'll find this window, by clicking on Signal Strength / Distance in the main window : In it you'll see what signal strength to expect for a distance equal to the minimum and maximum distance between the home body (Kerbin), its moon(s) and all the others planet on the solar system. Keep in mind that those distance are approximate, specially for celestial body with an highly inclined orbit. You can check the distance used by hovering your mouse on the celestial body name. In the same window you can check the signal strength to expect at any given distance, write it in the input box at the bottom of the window and click the Math ! button. Still don't get a clear representation of what those space-travel distance mean ? Save your ship in the Antenna Helper Editor Ship List, click the Add Ship to the Target List button in the main window. Quit the editor and open up the Tracking Station. Tracking Station ? Yummy ! Yes it's good. Fire Antenna Helper : From there if you select a vessel in the Tracking Station list you'll see its range circles just like in flight. You can check the range for the active connection, the DSN connection and for all relay in flight by selecting it in the GUI. To check the range of a vessel saved in the Editor click the Editor Ship List button. Now you can see the range and the signal strength of your future vessel for the different connection type. The number between parenthesis is the total antenna power of your vessel, as opposed to the Ship List in the Editor that show the relay power. About the mod This is still a work in progress, you can use it safely, it won't break any thing in your game but the value may be off. If you find a bug or have any suggestion please post it on this thread or create an issue on GitHub. Know issues : the circle of the map view jitter at high time-wrap. Almost fixed. the orientation of the map view circle, relative to the camera, is, most of the time, sub-optimal. Fixed when orbiting the DSN's planet transparency of the circle are not good, specially when they overlap. in-flight, antennas of the active ship are all considered extended. in-flight math are done only once on loading. It need to be re-done when the ship stage, dock, etc... DSN and range modifier may not be correctly set when loading a new game (after an "exit to main menu") range modifier are off when using RSS, see this thread should be fixed by v0.13, waiting confirmation circles in the Tracking Station disappear when zoomed far away Tracking Station window should be clamped to the button. Not sure actually Future plans : showing the range circle in the tracking station. Done + show range circle for ship not already launched. Done Window with NUMBERS in flight. in the editor, a window showing a list of antenna with their characteristics. in the editor, add all the in-flight relay to the list of target. Done in the editor, add relay antennas (part) to the list of target. Done re-work the GUI, possibly with the new GUI system instead of on OnGUI. map view window should be clamped to the toolbar button. Done Have a way to simulate an antenna at an arbitrary location, see this post show the occlusion of signal on the circle, see this post + move the dsn circle to the antenna position, see this post show the possible connection range along the relay orbit, see this post Credits The idea for an in-game calculator is from this thread by @Tyko. Thanks to @Poodmund for his google docs's calculator, and for the help he provide to this mod, and for writing the CommNet section of the KSP wiki. Thanks to @Skalou for his help with the math Antenna Helper icon/logo made by myself with assets from FlatIcon by Freepik. Download Antenna Helper from GitHub. You NEED Toolbar Controller too (v0.1.4.7 or higher) SpaceDock and CKAN will come once it reach a more mature state. Last version for KSP 1.2.2 / 1.3.0 Source are on Github. License is MIT. Please share your thought, suggestion, bug(s) report, 2 (or more) cents, etc... And enjoy building your craft with the exact number of antennas needed
  2. About INSTANTIATOR is the plugin that allows you to place primitives and billboards around the celestial bodies and do a lot of manipulations with them. How to use it? 1. Drop everything from the .zip file to your GameData folder 2. Open the file "Object.cfg" in any text editor (Notepad++ for example) This file contains the list of the objects and its parameters. The object config node looks like this: SCALED_OBJECT { name = ExampleSphere type = sphere scale = 12000, 12000, 12000 shader = Unlit/Transparent main_tex = /example_tex rotation = 0, 0, 0 bodyName = Kerbin invertNormals = false } Let's break it down! name - the name of GameObject type - for now there's 3 object types - "cube", "sphere" and "billboard". NOTE: the objects of type billboard can be applied to the bodies that has the Sun template (or to The Sun itself) ONLY. scale - the scale of the GameObject (x,y,z) shader - You can use any shader that is present in Unity. main_tex - path to the texture rotation - the rotation of the GameObject (x,y,z) bodyName - the name of the parent body invertNormals - inverts the normals of the mesh DOWNLOAD: Compiled (An example is included) Source Planet packs that uses it: Gameslinx's Planet Pack by @Gameslinx Kargantua System Warning! It's the alpha version and it may contain a lot of glitches. If you find a one, please let me know. Planned features: -Edit all the material parameters -Load custom .mu files
  3. RELEASE 2.2.0 (alpha) Plugin is now compatible with KSP 1.2, but I haven't had time to thoroughly test. Therefore I've chosen not to push the release to SpaceDock/CKAN until it's confirmed this new version is fine (I would be very grateful for any help!). See new version link below. RoverScience is a KSP plugin that attempts to add more interactive functionality to the science system FOR rovers. You drive rovers to search for science spots which you may then decide to investigate and analyze for science gain. Rover Brain parts made by @akron Wonderful tutorial/showcase video by youtuber KottabosGames; thank you! There is one discrepancy, however: you do not get more science the farther away you are from the landing spot - you only generate science spots much quicker. What does give you more science (potentially) is scanning for science spots farther away from the rover (this is what the scan range is for): see here for the boost to science potential with distance from the rover. Steps are pretty simple: Quick Instructions [1] Build your rover and attach the appropriate Rover Brain and ensure it is pointing "forward". As long as it is pointing "forward" it can be placed anywhere on your rover. This forward orientation is not critical to the functioning of RoverScience, but it will provide you with a convenient "Control From Here" for driving the rover correctly forward. [2] Right-click on the Rover Brain in-flight and click "Activate Rover Terminal". [3] This console will update you with information regarding the Rover Brain. Drive and explore around to search for a science spot. [4] After driving for awhile, you may detect a potential science spot. This will be shown as a large red transparent sphere waypoint. Drive towards the waypoint to further investigate. [5] Drive into the marker and it will turn green. You may now analyze for science, but before you do consider the potential science. Every science spot analysis will increase future science loss; be wise with which spots you wish to analyze, and which to abandon. At any point you may click on "Reset Science Spot" to begin search for another spot. [6] This is the upgrade menu. "Current" shows you what value an upgrade currently has. "Next" will show you the value if you increase the level. "Cost" is how much you will spend in science to upgrade. "UP" is the button to upgrade. An explanation of each of the upgrades is given further below. All upgrades are permanent and work across all rovers! Click HERE for information on RoverScience Upgrades Notes: Firstly, RoverScience will not function unless the Rover Terminal is opened. This is done through the right-click menu of the Rover Brain part. RoverScience will only search for science spots if your vessel has at least one wheel, and that it is in contact with the ground. Upon landing, your rover will establish a landing spot. Driving farther away from where you originally landed will increase chances of finding a science spot. Science spots detected far away from the rover will have a bonus multiplier added to them. You are rewarded for exploring and reaching far destinations. Bear in mind that a 50% increase to 10 is only 15 -> carefully consider whether the potential (or the prediction) is worth it. Each analysis you commit to will slowly degrade a rover's return of science. For the first 2 analyses you'll get normal values, and anything past that will slowly degrade the amount of science you get back. Soak up those high potentials as much as possible! CTRL + R + S will open the RoverScience menu. DOWNLOAD FOR KSP 1.2.1 (or SpaceDock link) (or CKAN) This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin ___________________________________________ SpaceDock Link README Everything should be running fine, but if there any issues please post here or, even better, on the RoverScience GitHub. Known Issues: 1. Two rovers with Rover Brains that are within physics range will throw Null References and will break RoverScience. Much thanks to the community of KSP modders, who have been very patient, very kind and very helpful. This is my first major C# project and I'm still learning. The code may be messy in some places and I apologize. But nothing will ever describe my gratitude to those who helped - particularly malkuth, whose inbox I have no doubt spammed with questions. Rockstar04 for loyal testing for much of the development. And anyone else who I might have forgotten (sorry)! Some more thanks: - etmoonshade - udk_lethal_dose - akron for Rover Brain parts - modelling and texturing - Nat Sum for rock models! This is a wonderful community, and I thank you all once again. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
  4. Release - IFI Life Support. 10-2-2016 : Release VER 3,21 for 1.2 (on Curse of Github) (ModuleManager no longer required for this Mod) or Project Page on curse Source Code available at GitHub Released Under GPL3 License. Author : Stavell Bugs can be submitted in this thread or at GitHub. If plug-in seems not to be working right you can enable Debugging log entries via the right click menu on any pod (recommended to be left off unless you are experiencing problems.) Released Under GPL3 License. I know that there are a few Life support mods in development. They are too intense for my tastes. SO I designed my own. GOALS I have for my plug-in: Tracks life support use even when ships are not loaded into scene. Based on Realistic Life Support values on use and weight. based on information from Life Support Systems at wiki.org Low overhead and play-ability with KSP. Life support tracked and used on EVA. Use only one new resource to simulate O2-Food-CO2 Scrubbers and recyclers, and emergency power ( LS resource use figures in Waste recycling based on Tech tree advances) Currently the MOD is working with no game breaking bugs found yet. therealcrow999 - Thank you for contributing the nice Logo and Flag for Interstellar Flight Inc. Universal Storage - Has Created a wedge that holds Interstellar Flight Life Support Resource more info can be found here spiritplumber - Has created a Part cfg for using a greenhouse part for use with the system Can be found here Sandworm - Created Modmanager file for HGR Parts -Thread is here Akinesis - Created more tanks for use with the mod Thread is here maxrsp - Has made a video featuring IFILS, thank you. Video Here Current Working Features: Kerbal going on Eva takes Life Support from pod/vessel. Boarding a pod returns unused Life support to pod/vessel. Running out of Life Support can kill crew All pods have LS Resource and plug-in installed using Module Manager. 2 Custom parts a radial and a inline tank for Life-support resource storage. Universal Storage has created a wedge to hold Life-support giving you 3 options for extra LS storage. Plug-in Operation Info: Currently there are several Status LS system can be in: Pod Standby - No demand for LS and no resources consumed. Life Support tag for days / hours of LS remaining is hidden. Active - Demand for LS and resources consumed. Life Support tag for days / hours of LS remaining will read how long LS will last for whole vessel. Visor - Kerbal on EVA breathing outside air decreased Resource consumption. Life Support tag for days / hours of LS remaining will read how much LS remains once active again (fixing). Intake Air - Pod using air intakes to provide O2 to crew - decreased Resource consumption. Life Support tag for days / hours of LS remaining will read how much LS remains once active again. CAUTION - Less than 2 days pod or 1 hour EVA of LS remaining. Life Support tag for days / hours of LS remaining will read how long LS will last for whole vessel. Warning! - LS at 0. Kerbals will start dying if immediate action not taken. Life Support tag for days / hours of LS remaining will read 0. Each unit of Life-Support should provide 1 Kerbin Day (6 hours) of Life support for 1 Kerbal. In Career and Scince game modes this goes up and down based on Tech tree. Mod uses the time as set in settings menu so it will track 6 or 24 hour days depending on setting in main menu. Days remaining on RT click menu are accurate based on this setting. Only change in mod is that if not using kerbin time each Kerbal requires 4 units of LS per day. Screen Shots Crew Pod Life Support Eva Life Support: Parts for system
  5. "As we know the liquid engines in KSP can ignite for infinite times at any moment as you want, which seems a bit making life too easy." This words has been said ages ago by HoneyFox and i completely agree with him. But his mod has not been updated for ages, also behaviors has been broken by KSP version changes and i have decided to rewrite. All inner logic has been changed but functionality is about the same, according to my vision. Well. What this mod can? 1. Each engine have limited number of available ignitions. 2. Engines requires resources (hypergolic fluid) and ignitors (and also electricity) to be activated. The required amounts of consumables can be configured in CFG. (Example MM patch included, additional explanation see below). 3. If lack of ignitors or hypergolic fluid - ignition will fail. 4. Its functionality could be restored using reloading by kerbalEVA from additional containers (included in pack). 5. Simplified ullage simulation available. If it is on, fuel have two condition s: "stable" (while under gravitation or acceleration) and "unStable" (if weightlessness). For "unStable" state - you can specify a chance of succesfull ignition (0.2 or 20% in example). Better way - to have small special engines for fuel rebound (sit down) down and reignition in weightlessness. 6. Of course, here are unlimited consumables if you'll use Launch clamp. This way onboard resources will not be consumed on launch. (useless to my mind, but let it be) only standart configuration at the moment. But each engine could be configured as you want. Also, more configs for different mods will be provided soon. For example (in upcoming configs): low stage engines will have 1 ignitors and 1 hypergolicFluid (or nothing if launch clamp), upper stages engines should have about 4-8 ignitors and 2 units of hypergolicFluid onboard (so, if you'll need to restart it more times you forced to have hypergolicFluid tanks onboard), LF/OX thrusters should have a lot of ignitors and much less onboard (in engine local part) amount of hypergolicFluid. Mainly (for better playability), amount of hypergolicFluid must be significantly less than ignitors. And IgnitorToolbox must be in top tech nodes. This way in the first games stages we will have engines with limited and unchangeable numbers of ignitors (when we have relatively short flights) and limited hypergolicFluid. This will force gamers carefully select engines for mission. (of course, this this involves having nonstandart configs, and if, after short period of public testing, there will not be found awful errors, i'll provide it). Also, ignitors are using for counting engine usages. In other words - this are engine life duration. HypergolicFluid - just consumables. Config example @PART[*]:HAS[@MODULE[ModuleEngine*],!RESOURCE[SolidFuel]] { RESOURCE //engine must have resources onboard to ignite { name = HypergolicFluid amount = 4 maxAmount = 4 } MODULE { name = ModuleEngineIgnitor // do not touch ignitionsAvailable = 4 // how many attempts tou have without reloading. -1 for infinitive autoIgnitionTemperature = 800 //we can ignite without spending resources if temp is high enuff ignitorType = T1 // just a string name T1 - means type1 (1 unit of HypergolicFluid for ignition attempt). may be any. useUllageSimulation = true // ullage simulation true/false (on/off) chanceWhenUnstable = 0.2 //0-1 chache to ignite in weightlessness ECforIgnition = 20 // How many EC should be spent per ignition attempt IGNITOR_RESOURCE //main resource usage { name = HypergolicFluid amount = 1 } } } Download from Spacedock DONATE Source installation: remove previous version and just extract an archive into Gamedata. requirements: ModuleManager
  6. Introducing E.V.A. OK! Atmospheric Re-Entry... Ahhhh your ship bathed in the warm glow of super heated air, sweat dripping from your brow under the sweat of anticipation. Such a beautiful site to behold. Let's see what all this fire looks like from inside the cockpit... CRAP! AHHHHH! I hit EVA instead of IVA!!!!!!!!!! Noooooooo..... Now Thomgard Kerman is really sweating as he burns up tumbling through the atmosphere at mach 7. Poof... Vaporized. EVA OK! is here to prevent that from ever happening again. EVA OK! is like automatic child locks for your space capsules, locking and unlocking the cockpit doors under certain circumstances automatically. What's that? You WANT to burn up Thomgard on Re-Rentry... If you insist, you can EVA anytime you want by holding down the right CTRL button and clicking EVA. Let's prevent the thousands of accidental EVAs that happen every year. Features in v1.1: Automatic Unlocking of cockpit doors under the following situations: In Atmosphere: Your ship must be landed (land or sea) and be traveling less than 10m/s. In Vacuum: Your ship must have the Throttle at 0%. All other times the doors are automatically locked. Bypass mode: Map-able bypass button. Access EVA OK! Settings while in the Space Center view. Map any keyboard button (unmodified only, ie Shift+H WON'T work). Setting is saved externally and loads automatically across sessions/flights. Hold down your mapped button on your keyboard to EVA at anytime. Fixed issue with naming and cross-platform compatibility (removed '!' from name). Next Update: Suggestions are very welcome! Known Compatible Mods: All at this time. This is an extremely basic mod with low overhead. Please report if you have any problems! Download: You can download EVA OK! from Kerbal Stuff here or You can download EVA OK! from Curse here Source: Source code can be found here License: EVA OK! is released under the MIT License If you have any questions, comments or suggestions; I am wide open =) I appreciate any help with my code and ideas for improvement. Thanks for Looking!
  7. I am working on a plugin that requires a DLL (C), completely unrelated to Unity or KSP. With this, I need to call certain functions through PInvoke, so I have put this DLL in the same directory as my plugin. However, when KSP starts up, it tries to load this DLL as a plugin, which it is not, and prints this error into the log: System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid. at Mono.Cecil.PE.ImageReader.ReadOptionalHeaders (System.UInt16& subsystem, System.UInt16& dll_characteristics) [0x00000] in <filename unknown>:0 at Mono.Cecil.PE.ImageReader.ReadImage () [0x00000] in <filename unknown>:0 at Mono.Cecil.PE.ImageReader.ReadImageFrom (System.IO.Stream stream) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.IO.Stream stream, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName) [0x00000] in <filename unknown>:0 at AssemblyLoader.ScanForBadTypeRefs (System.String file) [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadExternalAssembly (System.String file) [0x00000] in <filename unknown>:0 How can I prevent this DLL from being loaded as a plugin? Thanks.
  8. A while ago, I attempted to create a tool to animate kerbals, for things like cinematics and other plugins, but I ran into a completely breaking issue, that only occurred on some computers, and I couldn't figure out how to fix it. Thankfully, my computer began encountering this error thanks to the Windows 10 update, and I was (hopefully) able to fix it. So here it is, Kerbal Animation Suite v1.1.3.2. It runs with KSP 1.0.4, and allows the creation of animations for kerbals on EVA. These gifs demonstrates this mod: http://gfycat.com/DifficultDeterminedGalapagospenguin http://gfycat.com/HilariousNarrowFlies http://gfycat.com/PettyMintyIrishdraughthorse I posted these gifs on reddit a while back, if you recongnized them. The animation files for them are all included in the download. This mod has 2 components: the animator, and the API. Animator: The animator is the main tool, which allows you to create, edit, play, and export .anim files, which can be used by your own plugins. Getting started with the animator Install this mod Launch a ship, or go to one you've already landed somewhere. Go on EVA. The animation tool will only work if the kerbal is standing on dry ground. Click the kerbal face looking button in the App Launcher You will see 4 windows pop up. The Bone Hierarchy window, which is where you select the bones to manipulate. The Manipulation window, which is where you manipulate the selected bone. The Animation window. This is the most important window, it's where you Load animation files, create them, and manage the timeline of the loaded animation. A little window in the top right corner which allows you to hide any of the other 3 windows You will also see, if you right click on the kerbal while you're NOT in the animation screen, there are some new right click actions. You can play any animation anywhere in the GameData folder, and you can reload the animations (Reload Animations) if you want to test animations you've just made. You can also use the 1-9 keys to play animations without the rightclick menu. There are 4 animations included with the download in the Presets folder. Source Code: https://github.com/HappyFaceIndustries/KerbalAnimationSuite Download: https://github.com/HappyFaceIndustries/KerbalAnimationSuite/releases/latest Latest Version: v1.2.0.0 License: GPL v3.0 [full text]. Code in the API subdirectory is not restricted by this licence, and is in the public domain. API: The API is a file that mod developers can include in their plugins that handles the loading and playing of animation files. Because it is not a seperate dll, there's no need to include the animator with your download when releasing a mod that uses these animations. You do, however, need to include a copy of animation_hierarchy.dat with your mod, which can be found in GameData/KerbalAnimationSuite/Config You can see the API here: https://github.com/HappyFaceIndustries/KerbalAnimationSuite/tree/master/KerbalAnimationSuite/API The API has 2 classes. KerbalEVAUtility class public static void AddPartModule(string moduleName) public static List<KFSMState> GetEVAStates(KerbalEVA eva) public static List<KFSMState> GetEVAStates(KerbalEVA eva, List<KFSMState> states) public static void RunEvent(this KerbalEVA eva, string name) public static void RunEvent(this KerbalFSM fsm, string name) The first method, AddPartModule, is the most important. You can use it to add your own part module to the kerbalEVA and kerbalEVAfemale parts, which aren't supported by ModuleManager, so using a plugin is the only way. This is the reccommended way to handle animations, but if you're feeling adventurous (or stupid) then you can use some other method. The other methods are methods to manipulate the Kerbal's Finite State Machine (KerbalFSM). The KerbalFSM is the engine kerbal's use to handle animations, like walking, swimming, etc. I highly reccomend you research the concept of Finite State Machines if you haven't already, and want to use this. KerbalAnimationClip class public KerbalAnimationClip(string url, bool fullPath = false) public void Initialize(Transform transform, Animation animation) public string Name { get; } public int Layer { get; } public float Duration { get; } public UnityEngine.AnimationClip Clip { get; } Basically, you use the constructor to create the clip object, then load the animation by putting in a path relative to the GameData folder (example: Squad/Animations/bleh.anim), a ConfigNode object, or a full path if you so choose. You can optionally set more values in the Clip property, such as the frame rate, wrap mode, etc. All of the properties are set in the .anim when you create the animation using the animator, but you can edit those values in the Unity animation system later, after you call Initialize. Then, you use Initialize to add the animation to the kerbal's transform/animation components. If you're use a part module added to the kerbalEVA and kerbalEVAfemale parts using KerbalEVAUtility.AddPartModule, then just use transform and GetComponent<Animation>() as arguments. The rest of the code will be done with Unity's AnimationClip, Animation and AnimationState classes. You can see the documentation for those here: http://docs.unity3d.com/ScriptReference/Animation.html http://docs.unity3d.com/ScriptReference/AnimationClip.html http://docs.unity3d.com/ScriptReference/AnimationState.html So far, 1 mod has been made that uses the API: Special thanks to @Xacktar @Fred Cop @Gaiiden @SpriteCoke @SmashingKirby148 @nightingale
  9. Can anyone reply with example source on how to write a resource consumer code ? I need it in form of custom code that will both consume a resource under specific conditions and manage loading/saving to/from persistence and vessel cfg (i already know how to handle load/save, i just mentioned it so it may be known in advance what my code needs to do). And if resource generation is also not so much different from consumption code, an example for that too would be appreciated.
  10. Hello, Il would know if someone can help me so as to update KSI at the 13.1 version of KSP ? (Or explain me how can I do this). Thanks Oursshinigami
  11. Idiot Lights r0.0.1 It's taken me about a year but, this mod is being integrated into the Kerbal Electric Mod Please check that forum thread for the latest developments.
  12. Hello, and I'm currently writing a plugin, which enables 1-way animated engines, like the RL-10-B2 or the M-1. I want to know the animation state for "Deployed". Also, I would like the engine to not be able to activate if the animation is in progress, or if it hasn't started yet. Could someone please find the animation state for "Deployed"? Thanks, Bottle Rocketeer
  13. Who has never looked for a certain orbit, when wanting to install some stellites? Pausing the game -> going into the Internet searhcing ksp data -> looking for planetary body and then looking for a certain orbit or worse caluclate the orbit itself. OrbitFinder will provide a simple tool in flight and in trackingstation where you can search for an Orbit based on period or semimajoraxis. Options to change the distance measurement between kilometer and meter, timing can be set by minutes or hours. Download: Github Source: Github Changelog: Legal stuff:
  14. My animation plugin development has reached another phase : adding sound effect support to animations. More precisely, is sound fx really needed in KSP plugin ? Is absence of it a minor annoyance or game-immersion-breaking bug ? Note that my plugin is intended for animating various parts that are (at least for now) used as structural or aerodynamics parts (resource capacity/usage support may be added later, its on a backburner for now). Also note that due to nature of my plugin, i can't use normal EFFECTS node setup for audio.
  15. Hey guys, First time using forums so I'm sorry If I violate any rules. Basically I have an idea for a plugin that I'd like to see but I really don't know how to make it, I assume it's simple since its only a GUI. So should I just say the idea here and hope someone will make it or what? Help a fellow explorer Thanks in advance
  16. One last ditch effort. I can add and remove actions groups in runtime in my PartModule plugin, but they can't persist from editor to flight (probably also on vessel load/spawn), so i gave up on that front. To elaborate : i've tried with Action Groups Extended by @Diazo to have a look into mechanics of action groups in flight scene, and while i can add actions on the fly and use them, KSP "forgets" them from SPH/VAB to vessel launch. Next, i've discovered by "type - compile - run - duck and cover" testing i can add multiple [KSPAction("somename"]) above a single function and have fully working multiple actions that persist from editor to flight scenes ! What bugs me is that i can't find out WHICH KSPAction attribute fired the function, there is no apparent link to trace back to corresponding action. Sigh... Example: [KSPAction("action one")] [KSPAction("action two")] [KSPAction("action three")] public void DoSomething(KSPAction param) { // ...stuff.. note that received "param" has only [float] Cooldown, [KSPActionGroup] group and [KSPActiontype] type, no backtracking from this } If there is a way to determine a calling action, this could save some space and simplify code. As one can guess from the above, i really would like to save up on repeating the same blocks of code (i need a lot of them for my plugin). This is me more sharing this discovery rather than me following up on this, i'll take the usual one-attribute-one-function route until this is resolved either as a failure or a success.
  17. Hello. Please look at my plugin for KSP. It gives you ability to assign your own colors for part' icons on stages. Mode part colorizing: Simple mode: Screenshots: Source: https://github.com/HuXTUS/KSP-StageColorPlugin Compiled plugin (Windows) for download: https://github.com/HuXTUS/KSP-StageColorPlugin/releases License: MIT https://github.com/HuXTUS/KSP-StageColorPlugin/blob/master/LICENSE
  18. Hey there, KSP community! I posted a couple years ago a thread regarding my desire to create probe parts, as I felt probes in KSP were desperately lacking the love they deserve. Unfortunately, despite the kind words and encouraging comments, the process quickly overwhelmed me, as I was unsure how to process with the mod-creation process, and my texture work leaves alot to be desired. Well, that was two years ago, and now I ask all of you a seemingly simple question: which areas of the game do you believe need improving upon; what niche or niches need to be filled to make the game more of what it can be? Of course, Squad provides us with the results of their hard work and we appreciate what they give us, but there are many of us that are left wanting more. Perhaps we feel that the game should be more realistic, and thus we want more mods like FAR, DRE, RemoteTech, and Kerbalism. Or maybe we feel that our dreams cannot be fulfilled by the limited collection of parts, so we yearn for more parts. Whatever the reason, there are many who are left wanting more. And that is where this thread comes in. So, please, don't hold back, and tell me what you all would love to see. My main area is in 3D Modeling, with a little basic programming under my belt. What I don't know, I am willing to learn, so even if it seems complex, I will try my darndest at making it happen. Thank you for your time, and I can't wait to see what my fellow members of the KSP community have to say regarding this subject!
  19. This plugin will give you funds and reputation for each science report you transmit or bring back to the KSC, thus enabling you to play career without having to deal with the contracts. Download from SpaceDock or Github. The source code is available on Github in the public domain. The v1.3.0 update is all johnqevil's work: a big thank you for updating the mod in my absence! Customize the amount of funds / rep by editing the settings.cfg file right next to the dll (they are proportional to the science points). No pics, no clicks? No care.
  20. Fengist's Animator NOTICE: This is a plugin designed for modders. NO PARTS! .dll Download from Curse NOTE: This is the first release of this mod. Expect me to have gotten something wrong. Support this and my other mods on. ____________________________________________________________________________________________ Source Code: https://github.com/Fengist/Fengist-s-Animator (note: I do not code pretty. I code functional. Feel free to fix things and let me know.) The license included in the .dll download is a modified Creative Commons Attribution-NonCommercial 4.0 International Public License ____________________________________________________________________________________________ This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. ____________________________________________________________________________________________ Ok, so what is this? Like most modders I had a need to spin parts. And like most modders I turned to Snjo's Firespitter. However, I sorta outgrew it. As a result, I created my own plugin to spin parts. However, the approach I took was to use Unity's built-in animations to do the work. The result is, you can do a LOT more than just spin the part. So, what does it do? Rather than just spin parts, it plays animations. Unlike animateGeneric it can be linked to thrust or throttle position. The animations can be reversed based on thrust reversing and they can be looped or played forward and backward. It can be used to animate batteries and can also animate parts based on their heat. Some .cfg Examples In the examples below is a video that includes my 'fish tail' engine. In unity, I created an animation of the tail moving back and forth. I also added in the pistons pushing and pulling on each side of the tail (it's a steampunk thing). Here's what the partModule looks like: MODULE { name = FAnimEngine // Name of the partModule to call animationName = fishAnim // Name of the animation saved in Unity partType = Engine // One of several part types which I'll describe below syncThrust = True // This tells the partModule to adjust the animation speed based on the thrust output of the engine. loopAnim = True // This tells the partModule to essentially rewind the animation and play it again when it finishes. animSpeed = 3 // The play speed of the animation. } And here's the partModule for the propeller engine below. You'll notice some differences. MODULE { name = FAnimEngine animationName = propAnim partType = Engine syncThrust = True loopAnim = True animSpeed = 20 // This is an actual aircraft propeller so it needs to go a bit faster than the fish tail useRotorDiscSwap = True // Uses the same technique as Firespitter to switch from a propeller to an alpha (blurry) spinning disc. rotorDiscName = rotorDisc // This is the name in Unity of the disk to swap to. rotorDiscFadeInStart = 0.2 // This helps to fade the disk in and out propellerName = propeller // And this is the actual propeller which the plugin switches to when the prop speed is low. } And here's the partModule for the glowing battery MODULE { name = FAnimEngine animationName = lightsAnim partType = Battery loopAnim = False animSpeed = 1 } As you can see this one is pretty simple. It works like a cockpit lights animation except, the position of the animation is based on the percentage of battery life left. My first use was to create some 'flaps' over an exhaust for my submarine. I wanted a LF powered generator. The partModule looks like this. MODULE { name = FAnimEngine partType = Engine animationName = doorAnim syncThrottle = true smoothThrottle = true } In this case, the animation plays and stops based on a percentage of the throttle position. As the throttle is increased, a set of 'flaps' open wider and wider until full throttle. As the throttle decreases, the flaps close. The smoothThrottle keeps the flaps from slamming shut or instantly opening to full when the user presses x or y. Usage optoins: name = FAnimEngine // Always this. animationName = // The name of the animation you created in Unity partType = // one of the below types Engine - The most common one I use. All of the options below can be applied to an Engine type. Battery - This links the animation to the ships total battery power. The animation stops at a position that equivalent to the percentage of total battery power. Stirling - Setting part type to Stirling will tell the partModule to play the animation based on the part's Thermal Radiation Flux. The hotter the part gets, the faster the animation plays. Intake - This one you'll probably not use. It's specifically for my submarine. This finds the first intake available and play the animation when the intake opens or closes. I use this to automatically raise and lower a 'mast' intake on the sub when it surfaces or dives. syncThrust = true/false // The animation is linked to the thrust output of the engine. Do not use with syncThrottle syncThrottle = true/false // The animation is linked to the throttle position. Do not use with syncThrust smoothThrottle = true/fase //used only with syncThrottle to smooth the animation transition when the player rapidly changes the throttle. Setting to false, the animation instantly jumps to a new location. loopAnim = true/false // whether the animation should loop back to the beginning when it's finished playing. animSpeed = 1.0 // Adjust this to make the max animation speed faster or slower detectReverseThrust = true/false // If set to true and the engine reverses thrust, the partModule will reverse the animation. smoothRev = true/false // If set to false the animation will instantly reverse directions. If set to true, it will smooth the transition. useRotorDiscSwap = true/false // Mostly for propellers it allows a blurry alpha disc to be swapped for a spinning propeller rotorDiscName = // name of the disc you created in Unity rotorDiscFadeInStart = 1.0 // When the rotor and propeller swap places propellerName = The name of the propeller in Unity Some visual examples: If you watch this video you'll see some interesting effects, namely the fish tail. That is an animation that's directly linked to the thrust. Yes, the fish tail is a KSP engine. The Archimedes engines also use this plugin to handle their spinning. Here's another video showing how crazy you can get. Each of these "umbrella's" is an actual KSP engine producing thrust. And again, the animation speed is based on the engine's thrust. And that's just the beginning. Here's an image of a propeller engine I created. If you look closely inside the cowl, there's actually a crank shaft that spins with the propeller. The crank shaft has a bearing attached and 4 piston rods attached to it. As the crankshaft spins the bearing stays on the crank lobe and the piston rods move in and out of the pistons as the propeller turns. And there's more. If you re-watch the video of the umbrella drive, you'll see some green glowy things on the side. Those are batteries. They use this plugin and the glow increases and decreases depending on their charge. In the case of these batteries the green glow is an animated emissive. Enjoy.
  21. Download and source (MIT license): https://github.com/Boris-Barboris/CorrectCoL/releases https://spacedock.info/mod/789/CorrectCoL Stockalike CoL indicator for stock Aerodynamics, accounts not only for ILiftProviders. Please, don't try it with FAR (mod disables itself if FAR is found). Simple static stability analysis: Most graphs are torque-AoA relations: green graph - current fuel levels. yellow graph - emptyed fuel tanks. Exceptions: blue graph - pitch L/D ratio (wet). blue vertical line - level flight AoA (wet). aoa range - AoA and sideslip range to plot, degrees. aoa marks - horizontal axis marks step, degrees. aoa compress - zero for 1:1 AoA axis, positive for quadratic compression. Helps to focus on important stuff near zero AoA while not loosing large-AoA behaviour. speed - speed towards root part nose direction, m/s. Enter negative values to analyze retrograde stability. altitude - meters above sea level. Four simplistic and quite stupid trait labels, may sometimes fool you. Be careful with launch clamps, they are accounted for too. Also, move your craft by the root part a little after loading to ensure correct results for graph (strange API stuff).
  22. As superb as KSP is in its stock state, I sometimes feel the need for more of a challenge, so I put forward the mod: Vaguely Realistic With this mod I hope to add some challenges to how we play KSP in the stock universe, by applying some of the limitations that our real-life engineers and pilots face, for example: Huge reaction wheel nerf Command Modules will have their reaction wheels removed. This means an RCS system is just about essential for control, unless Jeb fancies using his jetpack Probes cores will retain their reaction wheels, in varying strengths, but their power will be massively reduced. They'll be fine for getting your craft orientated a few minutes before a burn, but for quicker movement, e.g. for a lander, you'll want to bring RCS Engine ignition limits - DONE! Some engines will have a limit on the maximum number of ignitions First stage engines (e.g. Mainsail) will have a single ignition Service module engines (e.g. LV-909) will have many, but limited, ignitions e.g. 50 (this figure was taken from the rated restarts of the Apollo Service Module engine) Monopropellant and what would be hypergolic engines (e.g. LV-1R) will have unlimited ignitions, as they don't actually need igniters! Currently supports: Stock/Squad Engines Ven's Stock Revamp Engines Solid rocket booster thrust curves SRBs will have a thrust curve so thrust tails off as propellant is depleted Any feedback is greatly appreciated, this will be my first major mod (outside of ModuleManager-only patches). Check back soon for updates! I've broken out my Engine Ignition functionality in to a separate mod. Its thread is here:
  23. I am using blender, and I cannot find a plugin that works for this. The only one I have found Blender won't accept. Do you guys have any way of changing these into those?
  24. Im trying to make a mod where you can go to a planet in the tracking station to build a base or something, without having the hassle to fly to the mun (or other planets) does any one know what i could use to make this mod.
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