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  1. Hi everyone. I'm trying to retrieve a value of a part, used in an edited ship For example, i'm trying here to retrieve CURRENT 'deployAltitude' value of the 'parachuteSingle' part, used in the currently edited ship (VAB): Notes: GetVesselPart and DebugFunctions.SendLog are working. public static string GetAttribute(string partName, string parameterName) { Part part = GetVesselPart(partName); string value; foreach ( PartModule module in part.Modules ) { foreach ( BaseField field in module.Fields ) { DebugFunctions.SendLog("Checking field " + field.name); if ( field.name == parameterName ) { value = (string)field.GetValue(parameterName); DebugFunctions.SendLog("Parameter found : actual string -> " + value); return value; } } } DebugFunctions.SendLog("Parameter " + parameterName + " NOT found"); return null; } Used values in this example: partName = "parachuteSingle" parameterName = "deployAltitude" Here's produced log: [LOG 16:03:29.929] [7]Checking field invertCanopy. [LOG 16:03:29.929] [7]Checking field semiDeployedAnimation. [LOG 16:03:29.930] [7]Checking field fullyDeployedAnimation. [LOG 16:03:29.930] [7]Checking field autoCutSpeed. [LOG 16:03:29.930] [7]Checking field rotationSpeedDPS. [LOG 16:03:29.931] [7]Checking field capName. [LOG 16:03:29.931] [7]Checking field canopyName. [LOG 16:03:29.931] [7]Checking field persistentState. [LOG 16:03:29.932] [7]Checking field stowedDrag. [LOG 16:03:29.932] [7]Checking field semiDeployedDrag. [LOG 16:03:29.932] [7]Checking field fullyDeployedDrag. [LOG 16:03:29.933] [7]Checking field animTime. [LOG 16:03:29.933] [7]Checking field clampMinAirPressure. [LOG 16:03:29.933] [7]Checking field minAirPressureToOpen. [LOG 16:03:29.934] [7]Checking field deployAltitude. [ERR 16:03:29.934] Value could not be retrieved from field 'deployAltitude' [LOG 16:03:29.934] [7]Parameter found : actual string -> . [EXC 16:03:29.935] ArgumentNullException: Argument cannot be null. I can't find the good method to get value of this parameter. I tried field.GetStringValue without success. Have you any idea how to do this? Thank you
  2. Is there any reason ModuleColorChanger in mk1LanderCan.cfg has this line duplicated? toggleInFlight = true toggleInFlight = true Is that a bug? Tried to check the bugtracker but it's down at the moment.
  3. I heard on the 24-hour KSP twitch stream that there was a download for overhauled 1.25 m. parts in the devs. Anyone have a location? Or a link? Or anything???
  4. Here's my idea for a challenge: Use as many distinct parts as possible, and do not use a part twice, and score points by traveling to different locations. RULES: You must have only one instance of parts. That is, your rocket cannot have two of the same part No modded parts (exceptions: Asteroid day) No cheating with hyperedit, alt-f12, etc. Launch clamps or other structures that stay on the ground do not count, either for the points or for duplicate parts. (This is so you can use more than one launch clamp on your unwieldy rocket.) SCORING: Points are calculated for each milestone, plus the part count of the vessel at the time of the milestone completion. Does not explode on launchpad: 10 pts. Lifts off successfully: 15 pts. Suborbital trajectory: 30 pts. Orbit: 50 pts. Return one Kerbal to Kerbin safely: 50 pts. Return all command pods (including the command chair, not including any probe core.)(They don't have to be crewed) to Kerbin safely: 70 pts. Mun fly-by: 100 pts. Mun orbit: 125 pts. Mun landing: 175 pts. Minmus landing: 150 pts. Solar orbit: 100 pts. Duna fly-by: 150 pts. Duna orbit: 175 pts. Duna landing: 225 pts. Ike landing 200 pts. Return from Duna system to safe Kerbin landing: 75 pts. Craft is a spaceplane: 100 pts. Jool orbit: 200 pts. Vall fly-by: 100 pts. Laythe fly-by: 100 pts. Eeloo fly-by: 175 pts. If any of you get farther, than that, we'll work something out. SCOREBOARD: @NightshineRecorralis, adding four new scoring objectives, and getting 2316 points! @purpleivan, with 2026 points! @5thHorseman, doing a livestream and getting 1444 points! @Racescort666, with a spaceplane and 1114 points! @Mad Rocket Scientist, With 264 points My attempt: One with everything, with 95 parts. Creative thrust limiter tweaking allowed me to fly an almost straight trajectory, to ~7000 m. Creative timewarping broke the ship in half, allowing for crew recovery. 10 + 94 + 15 + 94 + 50 + 1 = 264
  5. What mod causes Kerbal Inventory System to lag when placing parts?
  6. [WIP] PartFinder v0.2 WHO: This tool is for modders, or those who want to have control over their modded installs parts. (Windows) WHY: I wanted to have a tool, wich can scan the GameData folder and lists all parts from any mod, by name and in-game title so I can find them easily. And then I wanted a mechanism to create prune files automated. WHAT: - Lists all parts and of the GameData Folder with Name and path (right-click and click on "Path: ..." to open the file) - Easy creation of prune files - Applicaiton of prune files or lists of prune files - Automatic creation of prune files (remove non-RP0/ repair texture/model resources -> no black parts) HOW: File > Select Install > select the Folder of KSP (not GameData) File > Select Prune List > select/create any (empty) text file Press Update Select files you want to remove then double-click or press ">Prune>". The app will create a prune list (the files are not touched yet). The program can only remove the whole files, so be careful with it! If you want to apply the changes: Apply>Open Apply Window. In this window you have the following Options "Add" (left)/(right): Add a list. All files in that list will be pruned/unpruned (renamed to cfg.pruned/.cfg). Add the same file here and add files for the AutoPruner (AutoPruner) "Remove" (left)/(right) remove files again Check the files Press "Aplly All". It will first prune all files from any list on the left, then unprune any file from any list on the right. ALSO: Right-click on a part to get more Information. And click on the "Path: .." entry to open the respective .cfg-file OPTIONS: You can use these search parts using the search bar (use Return or press "search") with the following Options: no mods: if checkedit will not show part/.cfg-files created with @PART (recommended: checked) parts only: it will only present you content of files where a PART tag was found (recommended: checked) no copies, it will not Show parts created with +PART (recommended: unchecked) no deleted: it will not Show parts wich are deleted using the !PART thing DOWNLOAD/LINK: https://github.com/nablabla/PartFinder/releases Screenshots: http://i.imgur.com/pMa1tav.png http://i.imgur.com/URLxsw9.png http://i.imgur.com/iorl5vL.png TODO: list all parts which are in the same file more testing do some Performance measurements provide Information about parts and the inheritance of parts in a nice window splitt .cfg files to make it possible to only prune a part, not touching the others (?) Please be nice to me, I do this the first time. I am very open for any suggestions/contributions
  7. So the other day I was thinking it's still a pain to find the part you want when I noticed the search box over the top of the parts. I was gobsmacked. When did that get added? I think part of me subconciously KNEW that there wasn't a search box so edited it out of my vision or something. All I know is that whoever added the darn thing I need to shout out THANK YOU VERY MUCH - YOU'RE AWESOME at the top of my lungs. Oh and ironically, when I searched for anything about it on here... the search engine failed to find anything on the other search engine. Probably inter-search-engine-competition at work.
  8. Looking for someone to make or direct me to a good inline greenhouse that I can use for a space station that works with USILS. I have the domes from the life support mod, but they're troublesome because I can't use them inline in a design (can have them hanging off the side but that does not really sit right with me, and its cumbersome to launch.) and have the greenhouses from Planetary Base Systems and USI colonization, but they're meant for ground bases and look great there, but clumsy on stations. Good orbital greenhouse, anyone?
  9. Right-clicking rocket part while in flight brings out part UI, allowing to transfer fuel, start scientific experiment and so on, as well as gather some data. You can pin that UI so it won't disappear when you go to another part. My problem is that after I pin 4 parts UI, I can not open any other part UI, and those 4 pinned can not be unpinned too.
  10. Kraken themed parachutes with flapping tentacles action! Stack and Radial. no dependencies... at least until Squad changes stock parachute code. grab them, and other fun bits and bobs, at Dr. Kermanssus' Parts Emporium!
  11. Hi everyone, Is there a list of EXACT stock part dimensions? I already know the radial values, but I need height in order to make my new mod compatible with stock. Particularly, I need the docking port dimensions and structural fuselage dimensions. if there isn't a list; What process can I use to find the dimensions? Thanks!
  12. Nuclear Aircraft Engines To download, go to the Thermonuclear Turbines 1.1 release page. Development Album OLD Development Album A new hot way to get into orbit! This is a small mod in development that adds nuclear turbine aircraft engines based off of this concept, Aircraft Nuclear Propulsion, Project Pluto (Thanks to Nothalogh for sharing this link) and the similar Soviet program Tupolev Tu-95LAL, also with a little influence from the Choujikuu Yousai Macross anime series and sequels to give one of the engines space capability. I've been passing this idea around for a bit, and with the new changes to the LV-N Atomic Rocket, I can now make it. The concept behind the engine is that thermal energy is transferred through a heat exchanger into the "can" (combustion section of a turbine) instead of using combustion to rapidly heat up gasses to turn the turbine and provide thrust. Features: Six Engines: MASAMUNE, KUNAI, Short-M, NODACHI, MURASAMA, KATANA Custom Sounds Custom FX Attention: Much like the R.A.P.I.E.R. engine, the nuclear engines' CoM is adjusted forward to both help balance the craft and to simulate parts being gutted out to make room for the compressor, diffuser, and reactor "can." Current Issues A small bug with using conventional engines along with the nuclear engines will make them effectively nuclear. FIXED! A small bug with the "turbine spin" when switching modes of the MASAMUNE where the turbine spins down in nuclear rocket mode. FIXED! (New models and design change this.) Bug where the alternator does not supply electricity in nuclear rocket mode. This is caused by the muti-mode engine module. Just deploy solar panels in space. FIXED! (Although still good to have solar panels.) Current Status: M.A.S.A.M.U.N.E.: COMPLETE N.O.D.A.C.H.I.: COMPLETE K.U.N.A.I.: COMPLETE SHORT-M: COMPLETE M.U.R.A.M.A.S.A.: COMPLETE K.A.T.A.N.A.: MK2 cross-section, Being finished Currently Planned: Direct Air Cycle Engines (Phase I) MX-01 K. U. N. A. I. (Kerbin Utility Nuclear Aircraft Inductor) for those transport planes that never need to land. [does not go to space] MX-01X M. A. S. A. M. U. N. E. (Multiple Accelerator, Specialized Aicraft, Modified Utility Nuclear Engine) [goes to space] MXF-01 SHORT-M (Short M.A.S.A.M.U.N.E.) [lighter, less powerful, designed for small minimalist SSTOs] MX-02 N. O. D. A. C. H. I. (Nuclear Over Drive Aerospace Craft Heat Inductor) For your forever 2.5m flying needs [goes to space] MPX-01 M. U. R. A. M. A. S. A. (Multi Use Rotating Air Mechinism And Specialized Aircraft) Nuclear Propeller [you'll wish it went to space] MX-02 K.A.T.A.N.A. (Kerbin Aerospace Transport And Nuclear Acceleration) MK2 Style hybrid engine. [Also goes to space] Indirect Air Cycle Engines: (Phase II) planned but tentative Mk-II Reactor Mk-III Reactor 1.25m Reactor 2.5m Reactor ID-01 Turbine IDX-01X Hybrid Turbine IDP-02-ID Nuclear Propeller CHANGE LOG 1.0.0: Almost complete. No release yet. 0.1.42a: Accidentally broke the Masamune and Kunai engines, fixed now. 0.1.42: - Updated all plugins for 1.04 (licenses included) - Corrected animation for Short-M engine - Minor fixes 0.1.41: A little tuning to the configs and fixes the attachment node for Short-M Engine 0.1.4: Added 'Short M' engine (early) 0.1.3a: Hot Fix!!! 0.1.3: Fixed resource for air breathing, used Community Resource Pack's IntakeAtm intead of IntakeAir (thanks to suggestions by Svm420 and FreeThinker). Added MM patch for all intakes. A few minor config tweaks. 0.1.2: Changed emissive constant. 0.1.1: Description Fix in M.A.S.A.M.U.N.E Engine 0.1.0: Initial Alpha Pre-release Additional Credit: BahamtoD: BDAnimationModules.dll & Exhaust Effects B.Dynamics - Retracting/vectoring engines etc. (Pre 1.0.0) nli2work: for his awesome propeller meshes. Nazari1382: Hot Rockets (And the tutorial to make my own.) Snjo: for FireSpitter (*.dll Packaged with Thermal Nuclear) sarbian: for Module Manager (*.dll Packaged with Thermal Nuclear) RoverDude: for Community Resource Pack (Packaged with Thermal Nuclear) This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  13. Hi everyone, I am wondering how to add custom sounds to parts you have created. so far I have only been able to find some outdated information on the WIKI, and employing this doesn't seem to be working. Any help or link to recent tutorials would be great. Thanks everyone.
  14. Hi all ! After playing KSP for a while and using a couple of mods, i decided to try and create my own. I would like to create a Stuka-like-siren part, which make an increasingly higher sound depending of the speed, when activated. I don't want the sound to be played when my custom part is not attached to the vessel, and i don't want all parts to play the sound. I have a basic undersanding in object oriented programming, and i'm fairly new to c#. My problem is, i didn't find the way to get the vessel info "srfSpeed" (see: http://wiki.kerbalspaceprogram.com/wiki/API:Vessel#Fields). public class ModuleStukaSiren : PartModule { double vspeed = vessel.srfspeed; } I get this error : A field initializer cannot reference the nonstatic field, method, or property... As far as i know/understood, i can't set that class as static, and at this point i don't even know if i can access the class "vessel" through PartModule (whereas Documentation for the KSP API let me think i should), or even if the class "vessel" needs to be used. I spent the afternoon on c#, KSP API, KSP plugins related forums, without conclusive result. So, is it possible to access the vessel info through a plugin for a module i will attach on a specific part, and how ? Does someone have in mind some simple tutorial or mod source which can help or inspire me ? My apologies if that question is dumb and only c# related, and sorry for my bad english. Thanks Roiarg
  15. Does anyone knows how to hide a part completely? I used category = -1 in the cfg file but it hides only from the main categories, but the part still visible in the advanced categories. How to hide it from there. with a plugin?
  16. I want to spend a moment talking about command pods. There are currently two in the game... and that's it. The most popular and reliable method of getting into and leaving space for the past 50 years and the forseeable future, and it's represented in KSP by a mere 2 parts. There are 3 cockpits for crying out loud, and this is Kerbal SPACE Program. This needs to change (at least on my install) So I thought,"Ok, no problem. I'll just go over to the forums and find the mod pack of only Command Pods that surely exists!" ...and now I'm here. My request is simple: More Command Pods! Preferably stockalike with IVAs at some point. I'm not looking for suggestion for currently existing mods as I've seen "most" of them already, though I won't turn any down. Some Ideas Bellow: "Advanced" mk1 pod. It always seemed odd to me that when I building a vessel destined for Eeloo, the breadbox with the tiny window and mis-matched paint job is still one of the better options. This pod would be essentially a mk1 pod with a white paint job and better (more Gemini?) window. Simple mk 1-2 redesign. Put the door in a nice place, clean up the textures, etc. Long 2 crew pod. This would be a 1.25 meter capsule that's extra long so it can seat 2 kerbals in a row, F-4/F-14 style. Wide 2 crew pod. This would be a 2.5 meter part with 2 kerbals sitting in it side by side, like in the top seats of the mk 1-2. There's already a mod that does this well, so that's not really a priority. 4 crew Pod 5 crew Pod Many crew pod Round pods Uniquely shaped pods etc.
  17. Download: Kerbal Stuff | Github License: CC-BY-NC-SA 4.0 Dependencies: Module Manager | Kerbal Attachment System Kinetic Penetrator... for Science! See HERE for real-world proposal This is a highly experimental device that took quite a bit of hacking together. A number of stock modules were harmed in the process. It has proven to be reliable in my own testing, but I'd like to get it out to a wider audience to see the interesting ways it might be abused and/or broken. I'm very interested in feedback on this device and how it functions. The pack contains 4 parts: The Kinetic Penetrator, a small monopropellant tank, a small monopropellant engine, and a tiny airbrake. The Kinetic Penetrator itself is a self-contained unit including battery, micro-RTG, probe core guidance with basic SAS, and reaction wheels. It is also equipped with a seismometer/accelerometer, thermometer, and deployable antenna for data transmission. The majority of the main device is not surface attachable to prevent attaching other devices to it, and out of necessity in regards to impact survival. A small area near bottom of the main device is attachable to allow airbrakes to be deployed. As it relies on a slightly abused landing gear module to soften impacts to prevent bouncing and allow the KAS harpoon module to take hold, the device does have options related to landing legs within it's action menu. Unfortunately I do not believe there is anything I can do about this short of writing some C# code, which I cannot do, so I don't expect that to change. Known Issues: The main device has landing leg related options in the action menu. On occasion, the device will explode on impact even at "safe" velocities. The device may bounce if it impacts the surface at speeds exceeding ~110 m/s Landing on a planet/moon may fail to complete a "Land on..." objective. If this occurs, right click on the device and select "Detach". The collider should then fall a short distance and make contact with the surface. This is mainly an issue at low impact speeds or in very low gravity. On rare occasion, you may be unable to leave the scene due to the device being registered as still in flight. Right clicking and selecting "Detach" will correct this, however the device may explode. (This has happened only twice in my testing) What do I do with this thing? It's simple, really: Crash! The device will (fairly) reliably perform at impacts up to 100 m/s. Use the fuel tank and engine included in the pack to decelerate to a safe speed (don't forget to decouple the tank and engine afterwards, and also don't forget that you will begin to accelerate again after slowing down. Plan accordingly) before impacting the surface of whatever you want to land on. Point the nose of the device at the surface, and it should sink a ways into the ground and stick. Once stuck, you can collect data and transmit it back to Kerbin! Note that in an atmosphere of any thickness, you will likely need airbrakes to avoid disaster.
  18. Hey all, Bit of a strange request here. I had an idea to use the small thermal control system as a 'walkway' of sorts to get from ground to aeroplane. The problem being, the part rotates once activated, and also looks and feels a little flimsy. If someone who knows what they're doing has a bit of spare time, could you possibly make said part (either an edited original or a duplicate part, the same model is more than good enough) stronger and remove its tendency to rotate, or possibly make it so it can be rotated at will? It doesn't have to still operate as a radiator - it can just be a structural part. Thank you in advance to anyone who can help, Kyrian
  19. I've been experimenting with creating a parts mod, and I just finished my proof-of-concept. When I loaded it into KSP, I noticed that the edges of my part stood out. Comparing my part to a stock part, I can't see any huge difference in the number of Tris. Lighting in the word vs. hangar doesn't seem to affect it, either. The part looked fine in Blender, but the edges look as shown in Unity and in KSP. For my material in Unity, I picked KSP/Diffuse, as suggested in some tutorials I saw. Could that have something to do with it?
  20. Greetings! : D I've been trying to figure out a method for measuring a crafts "wobbliness"/rigidity and have things happen when it's poorly constructed or subjected to excess stress. I've been looking into breaking forces and torque, but as I have understood, it is not possible to have Unity give up any values on forces applied to a part's joints, except when it has actually fallen off. I was therefore thinking of trying to measure parts relative rotation and position to its parent part (or joint). Then store the values at start of a flight. Then during flight check the offset values of the original position/rotation. Then finally, have thing happen when the offset values are too great. However, I've been trying for a while to figure out exactly what I should measure (or where I can get the information I need), but I'm still just as clueless as I was when I started. Any help would be greatly appreciated : D
  21. Is there a mod to make a tube that can be used to dock two vessels on uneven ground? I think saw it somewhere once but couldn't remember what it was called...
  22. Since, I've been trying to launch satellites into space using SSTO spaceplanes, I've been frustrated with the lack of an animated cargo bay to hold the satellite in. As the adage goes, if you want something done, do it yourself, and so I present to the KSP community, an animated cargo bay: I have received permission from C7Studios to base my parts on his old Flight Pack for better stock part integration. Watch on YouTube to see the annotations - I wasn't comfortable narrating it by voice. SkyDrive Folder: https://skydrive.live.com/redir?resid=11CF26D6E58AF2E3!513 CodePlex Page for PartModule project: http://eeksppml.codeplex.com/ Contents (v 0.1) [table] [tr][td]Part name[/td][td]Description[/td][/tr] [tr][td]EE_Fuselage_Floor_Static[/td][td]A standard, non-animated cargo bay floor with two internal mounting points for 1m diameter parts[/td][/tr] [tr][td]EE_Fuselage_Roof_Bay[/td][td]An cargo bay roof with animated bay doors. Defaults to z to open/close, but can be changed via Part.cfg or a ship's .craft file[/td][/tr] [/table] [table] [tr][td]PartModule name[/td][td]Description[/td][/tr] [tr][td]ModuleAnimatedPart[/td][td]Module for invoking an animation in a PartTools created model on a key press. It will switch back and forth between playing the animation forwards and backwards. Fields string: animationName = {Animation Name} string: activationKey = {Unity.Input.GetKey() key name (http://docs.unity3d.com/Documentation/Manual/Input.html)} int: animationState = {Initial animation state: -2 for at the beginning, 2 at the end (to play animation backwards)} Example name = ModuleAnimatedPart animationName = RoofOpening activationKey = z animationState = -2 }MODULE {[/td][/tr] [/table] [table] [tr][td]Version[/td][td]Notes[/td][/tr] [tr][td]0.1[/td][td]Initial Release. Parts: Mk3 Fuselage-compatible Cargo Bay Floor, Static Mk3 Fuselage-compatible Cargo Bay Roof, Roof Bay Doors PartModules: ModuleAnimatedPart: Used to animate a part on a key press. Requires a PartTools model with an animation. [/td][/tr] [/table] Parts: [table] [tr][td]Go back through the current parts and think of shorter Titles, better descriptions and better categories[/td][td]In Planning[/td][/tr] [tr][td]Create a Mk3 Fuselage-compatible cargo bay floor with a ramp May need to drop if I can't work out how to detect collision with ground from a PartModule[/td][td]In Planning[/td][/tr] [tr][td]Create Mk3 Fuselage-compatible tail with a drop ramp May need to drop if I can't work out how to detect collision with ground from a PartModule[/td][td]In Planning[/td][/tr] [tr][td]Create Mk3 Fuselage-compatible tail with clamshell doors[/td][td]In Planning[/td][/tr] [/table] PartModules:[TABLE] [tr][td]Delete ModuleAnimatedPart and split its current functions into separate but more capable PartModules[/td][td]Pending[/td][/tr] [tr][td]Create replacement Animation PartModule which plays an animation from a list of animations based on additional data embedded in a KSPEvent. Also fires part-definable KSPEvents on animation start and completion.[/td][td]In Development[/td][/tr] [tr][td]Create a StackIcon PartModule which sets a part's stackicon properties from a list of states. State chosen from additional data embedded in a KSPEvent.[/td][td]In 0.2 Release of EE_KSPPML Module_EE_StackIcon is untested with symmetry groups & state changing[/td][/tr] [tr][td]Create a Controller PartModule which sets the buttons on a part's right-click menu. Each entry can have an associated keyboard mapping. Again, each entry will have a list of states which can be changed via KSPEvents[/td][td]In 0.3 Release of EE_KSPPML Module_EE_UserEvent lacks keyboard binding at this time[/td][/tr] [tr][td]Create a sound playing partmodule. It will have a list of available sounds to play, and is picked in a similar fashion to the animation PartModule.[/td][td]In Planning Module_EE_UserEvent lacks keyboard binding at this time[/td][/tr] [/table] Other[table] [tr][td]Create a CodePlex/SourceForge account and make a SVN/GIT repository.[/td][td]Done[/td][/tr] [tr][td]Create an icon for the plugin dll.[/td][td]In Planning[/td][/tr] [tr][td]Spice up this thread with logos and stuff.[/td][td]In Planning[/td][/tr] [tr][td]Make up a better name for my PartModule project and my series of parts. "Echo 8 ÉRÀ's KSP PartModule Library" (or EE_KSPPML) is a bit of a mouthful, and a tad boring.[/td][td]In Planning[/td][/tr] [/table] All assemblies and their source code is licensed under the Microsoft Reciprocal License (Ms-RL). The remainder of the work (aka the models, part.cfgs, etc.) is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
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