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GTIndustries (GTI) have spend their entire budget on R&D. The results are five new products (plugins). GTI MultiModeEnginesFX GTI MultiModeEngines GTI MultiModeIntakes (MM included) GTI MultiModeConverter (MM included) GTI MultiModeHarvester (MM included) Features of GTI MultiModeEngine & GTI MultiModeEngineFX: GTI Multi Mode Engines Select which engine ID to affect Availability (Flight, Editor) Propellants, Ratios, IgnoreForISP, DrawGauge etc. is set up like stock through the alternative ModuleEngineFX modules Custom naming of Engine configuration Set Engine Type [LiquidFuel, Nuclear, SolidBooster, Turbine, MonoProp, ScramJet, Electric, Generic, Piston] Thrust Heat production Curves: atmosphereCurve, velCurve, atmCurve throttleISPCurve (GTI MultiModeEngine only) Features of GTI MultiModeIntakes: Switching between "ModuleResourceIntake" defined in the part Switch intake resource (resourceName) when the intake switches Can be disabled by setting preserveResourceNodes to true. Features of GTI MultiModeConverter: Switching between all the different "ModuleResourceConverter" in the part. Compatible with USI Converters as well because they inherit from the stock module. Features of GTI MultiModeHarvester: Switching between all the different "ModuleResourceHarvester" in the part. Compatible with USI Harvesters as well because they inherit from the stock module. How-to add: (There are no parts added with GTI Utilities, this is intended for use in other mods) Pictures: Download: Download from GitHub (including the source code) Download from SpaceDock Example Engines: Dependencies: (separate downloads) Module Manager by sarbian which is under a "CC share-alike license" Changelog: Known issues: Credits and sources of code inspiration: Diazo - help & advise kerbokatz - Afterburner mod - inspiration FreeThinker - Interstellar Fuel Switch - inspiration blowfish - advice on UI_ functions Crzyrndm - advice on ConfigNode coding NathanKell - for coding advise in the forums sarbian - Module Manager & advice Nazari1382 - HotRockets FX Licence: https://opensource.org/licenses/MIT All bundled material follows it original licencing terms! HotRockets Art Assets: http://creativecommons.org/licenses/by-nc/4.0/
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I was able to do so with RemoteTech back in KSP 1.10.1 but I can't seem to find the code or option for it in any of the files and I'm not tech savvy enough to write my own plugin for this. Can anyone help, or has this been asked before?
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- plugins
- remotetech
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So, I've been scouring CKAN for mods that don't seem to be getting any love these days. It's difficult considering that a lot of the creators don't leave behind an email address or anything. However, I am really interested in learning how to program and mod; how best to learn than with my favorite game and it's respective community. Now, I could look through the 1,900-some-odd incompatible mods on CKAN or I thought I could come here and see if there are any mods you all wish were still supported because you enjoyed having the content. Point me in the direction of a mod (particularly a plugin or simple part mod, conducive for learning) that has been opened up for adoption and I'll take a look and try to contact the mod author. Thanks for the help and hopefully I'll be able to bring some of your favorite content back to life and learn along the way!
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ExperimentTracker Made by Derrey This mod lists all experiments and helps to deploy them fast and easy. How do I use the ExperimentTracker? This mod adds a button to the flight scene. When active, a GUI is shown which lists all science experiments that can be deployed. You can deploy an experiment by simply clicking on it. Finished experiments can also be reviewed (left click) and resetted (right click). When inactive, the GUI is not shown and the button indicates whether there are experiments (yellow) or not (red). A click on "Info" toggles a GUI which shows some informations about the current biome, etc. Mod compatibility This mod should be compatible with every science mod that uses the standard ModuleScienceExperiment interface or DMModuleScienceAnimate from DMagic. Tested compatibility: Universal Storage Orbital Science Where can I download the mod? You can download the mod here and follow the 'How to install' guide or let CKAN install it. The source code is available on GitHub. The mod is made available under the Apache License - 2.0. For KSP 1.1.3 download the mod here. How to install: Download the .zip file. Unpack the .zip file. Copy the /ExperimentTracker/ folder to your KSP installations GameData/ folder. Changelog:
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Hello everyone. I'm making my owm mods called Modern Naval Weapon System, in due to too many parts it contains, I would like to give it a Category for itself when people go into the VAB/SHP. How can I know where to start? Or where can I find some references? THX
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I've answered a number of questions related to this in recent times, so I figured I'd explain in detail the entire life cycle of a PartModule. Birth When parsing a part from the game database, KSP looks for MODULE nodes to parse as part modules. It looks for a name = XXX value in the MODULE node and tries to find a class that derives from PartModule with that name. If it finds one, it will attach an instance to the part's GameObject (part modules are Unity components and can only exist attached to game objects). The newly created module will then be added to the part's module list. Load(ConfigNode) will be called on the module with that node. This loads any fields with the [KSPField] attribute automatically, and calls OnLoad(ConfigNode) with the same node to allow parsing of any custom data. KSP stores the part (and its modules) as what's called a prefab - any time the part actually needs to exist in the game, this prefab is copied. Instantiation in the Editor When adding a part the the editor, KSP will instantiate (copy) the part prefab. In order to do this, Unity serializes the entire part and then deserializes it as a new instance (see here for more information on serialization in Unity). This is often a source of grief with part modules because custom data frequently does not get serialized (brief note on this below, I will dive into more depth on this issue in a future post) Once all the editor setup is done, the part's Start method will call the module's OnStart method, then Unity will call the module's Start method. Life in the Editor OnUpdate will be called by the part and Update by Unity every visual frame. OnFixedUpdate and FixedUpdate the same every physics frame (even though there's no physics in the editor). Editor Copy The user may copy an existing part in the editor or change the symmetry mode. Either way, KSP makes a copy of the existing part. Instead of copying the prefab as before, KSP will instantiate the existing part instance. The same serialization rules apply. Editor Save When the craft is saved in the editor, Save is called on each part module to save its state. Save writes any KSPField with isPersistent = true to the saved node, saves data about events and action groups, and calles OnSave, which can be used to save any custom data Editor Death When the part is removed in the editor (or a new craft is loaded) the part and all its modules are destroyed completely. No data that wasn't already saved will survive. Creation in Flight This behaves very similar to creation in the editor. The part prefab is instantiated (again, by serializing and deserializing), Load is called with any saved data (which again calls OnLoad to do any custom loading), OnStart is called by the part, then Start by Unity once everything is set up. There's one odd case of this, and that is when dealing with the root part of a vessel already in flight. KSP does instantiate the part prefab (and by extension its modules), but then copies its fields to a new part with new modules. I'm not sure why this is done and it usually doesn't matter, but still something that can cause occasional issues. Life in Flight OnUpdate will be called by the part and Update by Unity every visual frame. FixedUpdate will be called every physics frame, and OnFixedUpdate will be called every physics frame once the part has been activated (i.e. staged). Flight Save Basically the same as in the editor, Save is called on each part module, which writes any KSPField with isPersistent = true to the saved node, saves data about events and action groups, and calles OnSave, which can be used to save any custom data Editor Death When the flight scene is exited, the craft goes out of physics range, or the part explodes, the part is destroyed completely, along with all of its modules. I've probably missed some stuff here, so feel free to ask questions etc.
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- part modules
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Hello, everyone! I would like to ask the KSP Plugins that how to make, is there a tutorial or a building process, I put some of the author's source code download but not how to use, I now the main problem is constructed after don't know how to make successful use in the game, he solved??? (翻译:各位好,我想请问下KSP的Plugins该如何制作,是否有教程或者是建造流程,我把一些作者的源代码下载下来可是不怎么会使用,现在我最主要的问题是构造完之后不知道如何使他在游戏中成功使用,求解???)
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(WORKS FOR PC AND MAC) (Does not work if you don't have Steam!) 1. Download the folder. If you are reading this right now, go to Get mods up at the top, then choose the mod you want and press download. Make Sure you aren't downloading stuff from ads! 2. Drag the folder from your downloads to your desktop. (If you're on PC, Just open your Downloads folder.) 3. Extract the folder (if you're on Mac you can just right click the folder in your desktop and click open, If you're on PC, You don't have to do this, Just open up the folder.) 4. Now, Open Steam, right click on Kerbal Space Program and click properties. 5. Up at the top go to Local Files, then press Browse Local Files, then take the GameData Folder from the mod folder, (If on Mac, Rename it to whatever you want) then Drag it into Kerbal Space Programs GameData Folder, Open up the Mod GameData Folder and if there are any folders named after other folders in the KSP Folder Outside of the original GameData Folder, Drag it into the appropriate folder,Then you are Done! Psst, You, Yes You. For More Helpful Mod tips click my name, Follow me, feel free to tell me how to insert screenshots into posts, and post any questions in my feed. Thanks.
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Okay, so i've wanted to use realplume for a bit so i decided i'll try and download it. So i got the plugins i need for the Realplume mod to work like Modulemanager and Smokescreen and... SURPRISE SURPRISE IT DIDN'T WORK so... how do i make it work? AND SURPRISE SURPRISE IT WORKS ok this forum is pretty much useless now
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I've been trying out some mods recently. I like the community presented features mods bring. But I'm also a vanilla guy. And I'd like to use different sets of mods in different games. Currently this requires multiple installations of KSP. It also keeps save-loading times to a minimum. I'm not aware exactly how hard it is to change the moment mods are loaded in... But personally, I would love to pick which of the installed mods I use for each save separately. Would this even be possible? Or is KSP too far along in development to change this? I'd personally welcome this feature with open arms!