Search the Community
Showing results for tags 'part module'.
-
I created a custom plugin from scratch that does beamed power for the stock game and I made two part modules- 'WirelessSource' and 'WirelessReceiverDirectional'. The 'WirelessSource' part module works perfectly, but the receiver module when I attach it to a part, the part doesn't show up in the editor. The debug menu says the models/textures were loaded, but the part itself doesn't. It does show up when I remove the receiver module from it. I narrowed down the problem to be between the 'CheckifOccluded()' function and the method under 'FixedUpdate()'. Which part of my code is not done correctly? I tried to figure this out and have spent 8 hours on it, with no success. I am testing this on a nearly stock install, with the exception of a few models from other mods that I attach the part modules to. The game version is 1.10.1 Source code: https://drive.google.com/drive/folders/1jNXrAVssbB1dR6YRVU0vc8XGWsyPT0WZ?usp=sharing Log File: https://drive.google.com/file/d/1oLgxGZNb7XrKI-Utnemf8bqDLFf2dcHy/view?usp=sharing Any help would be appreciated!
-
Situation: New Science game. First Command Pod sitting on launch pad with a custom ModuleScienceContainer. This Event is active: [KSPEvent(active = true, guiActive = true, guiName = "Review Custom ScienceData")] public void ShowCustomDataEvent() { print("[SensibleScience] ModuleSensibleScienceContainer :: ShowCustomDataEvent"); var data = new ScienceData(30f, 1f, 0f, "surfaceSample@KerbinSrfLandedLaunchPad", "Random Data"); var page = new ExperimentResultDialogPage(part, data, data.baseTransmitValue, data.transmitBonus, false, "", true, new ScienceLabSearch(vessel, data), new Callback<ScienceData>(onDiscardData), new Callback<ScienceData>(onKeepData), new Callback<ScienceData>(onTransmitData), new Callback<ScienceData>(onSendToLab)); ExperimentsResultDialog.DisplayResult(page); } If I click on the event with no other interaction, I get an ExperimentsResultDialog with the specified 30 Mits but no science value. However, if I EVA my kerbal, grab a surface sample and dump/reset it, then re-board my pod and click on the event the ExperimentsResultDialog now shows the expected science (and FULL xmit value, as defined). Does KSP track activated experiments/situations? If so, what calls do I need to make to activate specific experiment or subject IDs?
-
I have begun modelling a part with a very specific purpose for one of my mods (REKT) however I feel it would really benefit from a custom plugin. I was hoping to ask those of you knowledgeable in the ways of the plugin if this was viable as a part module: I was thinking along the lines of 'ModuleAbandonShip' The part would also have the stock 'ModuleDecouple' to which the REKT pods would attach (default set to high jettisoning force). The 'ModuleAbandonShip ' would have a toggle action of 'Abandon Ship' Which would (automatically) pull kerbals from surrounding parts from the vessel, starting from the nearest part, and put them into a waiting REKT pod (attached to this part). With a REKT pod manned it would fire/trigger the ModuleDecouple without input from the player, jettisoning the pod to safety. I was thinking this would be done with a delay between each pod launch, both to reduce the strain on the physics/graphics loading and because I think that's how it would be done in real life too, to avoid collisions. On top of this (and this may be a bigger ask) is the plan that each pod 'bay' on the part with ModuleAbandonShip would have it's own frangible seal over, which would behave like stock fairings (in the sense that its plays nicely with aerodynamics and the like for launches but when fired its becomes physic-less and disappears (is not debris). An alternative would be a single frangible cowl or faring over all the pod 'bays' and when the first one is launched it jettisons the cowl). Is this something that a single .dll could do? If so, who do I buy beer/biscuits for that could help me achieve this?