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I'm Making My Mod For KSP But The Compiler In Visual studio 2022 is failing because of cs1513. how to fix it? using System; using System.Collections.Generic; using System.Media; using NAudio.Wave; namespace KSP_RocketGenerator { public class RocketGenerator { private static WaveOutEvent backgroundMusic; public static void Main(string[] args) { try { PlayStartupSound("/mnt/data/Windows XP Startup.wav"); Console.WriteLine("Welcome to the KSP Rocket, Spaceplane, and Robotics Generator (2001 Edition)!"); Console.WriteLine("----------------------------------------------------------------"); // Step 1: Ask if the user is new Console.WriteLine("Are you new here? (yes/no)"); string isNew = Console.ReadLine()?.ToLower(); // Step 2: Show guide if the user is new if (isNew == "yes") { Console.WriteLine("Great! Let's get started with a quick guide."); PlayBackgroundMusic("/mnt/data/The Windows XP Tour Music [Original].mp3"); ShowGuide(); } else { Console.WriteLine("Welcome back! Let's build a vehicle."); } // Step 3: Ask user what type of vehicle to build Console.WriteLine("Would you like to build a Rocket, a Spaceplane, or a Robotics Module? (rocket/spaceplane/robotics)"); string vehicleType = Console.ReadLine()?.ToLower(); // Step 4: Generate instructions based on user choice if (vehicleType == "spaceplane") { GenerateSpaceplaneInstructions(); } else if (vehicleType == "robotics") { GenerateRoboticsInstructions(); } else { GenerateRocketInstructions(); } // Step 5: Thank the user Console.WriteLine("\nThank you for using the KSP Vehicle Generator. Launch your imagination!"); } finally { StopBackgroundMusic(); } } private static void GenerateRocketInstructions() { Console.WriteLine("\nRocket Assembly Instructions:"); Console.WriteLine("--------------------------------"); Console.WriteLine("1. Start with the command pod or probe core."); Console.WriteLine("2. Attach a decoupler to the bottom of the command module."); Console.WriteLine("3. Add a fuel tank below the decoupler."); Console.WriteLine("4. Select an engine suitable for the fuel tank and mission profile."); Console.WriteLine("5. Repeat steps 2-4 for additional stages."); Console.WriteLine("6. Attach aerodynamic nose cones or fairings to reduce drag."); Console.WriteLine("7. Add fins or reaction wheels for stability."); Console.WriteLine("8. Include parachutes or other recovery systems."); Console.WriteLine("9. Set up action groups for critical functions like stage separation or science experiments."); Console.WriteLine("10. Test your rocket in simulation mode and adjust as necessary."); Console.WriteLine("\nYour rocket is now ready! Proceed to the launch pad and start your mission."); } private static void GenerateSpaceplaneInstructions() { Console.WriteLine("\nSpaceplane Hangar Instructions:"); Console.WriteLine("--------------------------------"); Console.WriteLine("1. Start with a cockpit module suitable for your mission."); Console.WriteLine("2. Attach wings for stability and lift. Delta or swept wings are popular choices."); Console.WriteLine("3. Add landing gear to ensure a smooth touchdown."); Console.WriteLine("4. Choose propulsion systems like jet engines for atmospheric flight or rocket engines for space travel."); Console.WriteLine("5. Equip the craft with control surfaces for maneuverability."); Console.WriteLine("6. Balance the center of mass and center of lift for optimal performance."); Console.WriteLine("7. Test your spaceplane in simulation mode before flight."); Console.WriteLine("\nYour spaceplane is ready! Take it for a spin in KSP."); } private static void GenerateRoboticsInstructions() { Console.WriteLine("\nRobotics Workshop Instructions:"); Console.WriteLine("--------------------------------"); Console.WriteLine("1. Begin by selecting a robotics control module."); Console.WriteLine("2. Add hinges, pistons, or rotors for desired motion and functionality."); Console.WriteLine("3. Configure action groups to control your robotics mechanisms efficiently."); Console.WriteLine("4. Use struts and stabilizers to ensure structural integrity."); Console.WriteLine("5. Test your robotics assembly in simulation mode to fine-tune movements."); Console.WriteLine("6. Deploy your robotics creations for tasks like satellite deployment, station assembly, or exploration."); Console.WriteLine("\nYour robotics module is ready! Deploy it in KSP for advanced missions."); } private static void ShowGuide() { Console.WriteLine("Guide to Rocket, Spaceplane, and Robotics Generator:"); Console.WriteLine("1. Decide if you want to build a Rocket, Spaceplane, or Robotics Module."); Console.WriteLine("2. For Rockets: Follow the step-by-step instructions to configure stages."); Console.WriteLine("3. For Spaceplanes: Follow detailed instructions to design your craft."); Console.WriteLine("4. For Robotics: Add motion parts and configure controls for your mechanisms."); Console.WriteLine("5. Once configured, you'll get a blueprint or setup guide for your vehicle."); Console.WriteLine("6. Have fun launching or deploying your creation in KSP!"); } private static void PlayStartupSound(string filePath) { using (var soundPlayer = new SoundPlayer(filePath)) { soundPlayer.PlaySync(); } } private static void PlayBackgroundMusic(string filePath) { backgroundMusic = new WaveOutEvent(); var audioFile = new AudioFileReader(filePath); backgroundMusic.Init(audioFile); backgroundMusic.Play(); } private static void StopBackgroundMusic() { backgroundMusic?.Stop(); backgroundMusic?.Dispose(); } private static void PlaySoundEffect(string filePath) { using (var soundPlayer = new SoundPlayer(filePath)) { soundPlayer.PlaySync(); } } } }
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So recently I started a new game with Kerbalism (default config), and I'm running into an interesting snag. I've got an infrared telescope experiment that's generating data at a rate of 1.26 MB/s, but the best antenna I have found in Science Three— the RA-100 — only pushes out data at 480 kB/s. This creates a clear mismatch, meaning I'm quickly bottlenecking my data transmission. I don't see any upgrade that could potentially increase that number, and combining antennas doesn't seem to work either (or maybe I'm doing it wrong). Is there any solution to speed up transmission?
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I've seen threads saying you can, and in the same thread saying you can't. Can you see the other planets (Duna, Eve, Jool, e.t.c.) from the surface of Kerbin or from LKO without mods (only mods to zoom in). Please, I thought this would be really cool for a cinematic video I'm making, for Bill to look up at Duna the night before he is sent tumbling toward his fate... PS: If you can't how close do you need to be? THANKS!
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Ok stupid question. I was doing a mission earlier where I wanted to reach a different biome on kerbin for a science run. While i was going into orbit to reach the biome ive done all the eva in space science i can do for now. So eva in orbit was not required. In the VAB i stripped the EVA packs out of the inventories. To my shock at launch when i checked to see something there they were. Is it even possible to NOT have the EVA RCS MMUs with you if have no need for them? 055601302025
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I've long been interested in the concept of the NSWR (Nuclear Saltwater Rocket), and their high thrust with high efficiency, what would be called a torch-drive in sci-fi. However, I haven't been able to find their theoretical maximum performance. Sure, I know that in https://path-2.narod.ru/design/base_e/nswr.pdf , they conceptualize a NSWR that can go interstellar, having an Isp of approx. 480,000 seconds. But they limit the rocket with using 90% enriched uranium. Furthermore, there may be fissionable isotopes of different elements that release more energy than U233, that could be used. So I must ask, what would be the theoretical maximum Isp that a NSWR could achieve?
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Ok maybe i should already know this but while watching the critical role charity one shot live stream a thought hit me. In each of my saves, my prime save, my return to play test save and now my science save ive never seen more than 1 comet show up. I got to wondering is 1 the max number of comets per save or is it possible to have more than 1 appear? 235201302025
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I dream of achieving interstellar travel in this game, but Kopernicus never seems to work. When I load the game with Kopernicus installed, the loading bar gets stuck halfway and doesn’t move, no matter how long I wait. The message just says, "ModuleManager: Waiting patch to finish." I’ve even removed all my other mods and checked the version to rule out conflicts, but the issue persists. Any advice would be appreciated—thanks!
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Dear Kerbonauts According To My Calculations: I Don’t Know How To Make A Plane That Transforms Into A Car, A Helicopter, A Boat, A Rocket, A Truck, A Rover, A Space Station, A Space Shuttle, A 2011 Volkswagen Bettle, A Police Car And A Submarine Using Breaking Ground Expansion In KSP. So The Parts Keeps Wobbling When I Build it, I Tried Coding With Visual Studio Code And The Plane Doesn’t Appear. - Bernardo
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its not on the ckan, spacedock or even google. im starting to get getting concerned
- 1 reply
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- whackakerbal
- ksp 1 mods
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If I could verify that I own KSP on the Xbox store and the breaking ground dlc, could I have it on steam too? I bought Ksp on the Xbox thinking there was parity :(. Don't want to buy the game twice, is this possible?
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I want to get into career mode modding and am looking for some mods. The types of mods I want are: Better plane parts (Mk1, Mk2, Mk3) Better SSTO and rocket engines Better ion and nuclear engines New fuel types New career mission types New science tools Better colony and space station parts Better optimization (for a potato PC) Better tech tree I don't want any visual mods. Should I use TURD or Lazy Paint for coloring? Can you guys help? I'm new to modding.
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I'm attempting my first Apollo-style Duna mission, & I plan to take a lander & 2 ESUs to the surface. The idea is to get a copy of every experiment I do, 1 for recovery & 1 for a Mobile Processing Lab on the orbiter. I know I can't get the same experiment twice in the same storage, but is it possible with separate storage? (I'm new to this type of mission sorry if it's a bad question)
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I have noticed a great gaping hole in the KSP modding community. We have a devastating lack of Optimization Mods, for players like myself who have lower end PCs, KSP can be more like a slideshow than a game. What I am looking for is a mode that does for KSP, what Optifine did for Minecraft. Does anyone know of any mods for 1.4 or newer that do this or any projects that are working to build a mod like this? Cheers!
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I am 95% certain that in a previous modded playthrough, I had the ability to toggle a 'ground-anchor' functionality on landing legs, helping to hold mining landers in place / stop sliding on minimally (or even moderately) inclined surfaces while also preventing them from leaping up when time-warp ends. I know 1.12 stock (or because I also have Breaking Ground) comes with a deployable ground-anchor, but I seem to remember having it on landing legs (such that I could action group: anchor, radiators out, drills extend in a single press)... Thanks!
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I was looking at the contract mods that use contract configurator, but i noticed that all of them are 1.3.5, 1.2 etc. Do they still work for the newest version of Ksp or should i look elsewhere?
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I am considering buying Kerbal Space Program 2, but I already have the first game. Should I get the second for 50$? I heard they changed some mechanics that the community didn't like and the reviews are very mixed about it on Steam. Should I get it? Is it worth the money?
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I found an interview with Nate Simpson explaining how this works. https://youtu.be/d6db1-dILgM?si=Q_GthA6T536iIJ5h The "workspace file name" is the name of the file on your computer. The "vehicle name" is the name of your rocket in game. Original post --- Each workspace has a name. Each vehicle has a name. A workspace can only contain one vehicle. When you load a file it gives you the workspace name. When you save a file it gives you the vehicle name to overwrite. When you merge files, you merge workspaces. My first impression was, a workspace allows you to build variations of a vehicle. Like a rocket family. However you can only have one vehicle in a workspace. Is the intent that you're suppose to merge payload workspaces into a vehicles workspace and then combine them? Why then can you swap assembly anchor? It feels like "assembly anchor" should be called "vehicle", and you should be able give each one a unique name. A workspace now contains multiple vehicles. You then merge other vehicles from other workspaces into your active workspace to add to the list of vehicles. For example. "Apollo workspace" (contains vehicles) Saturn V Command/service module LEM Apollo–Soyuz Merge skylab from "space station workspace" into "apollo workspace". But this is not possible. I'm not sure what the intent here is... Does anyone know?
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We all know that Kerbals go into space and stuff. But what do kerbals eat? what are their snacks made out of? Where do they live? What do their houses look like? Do they have grocery stores? Kerbal Walmart? Do they play video games? Board games? What does the average kerbal do? Mow the lawn? Feed the dog, if they have dogs? What is life like on Kerbin? You guys get to answer that, and be creative.
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1 of 3 parachutes failed to deploy yesterday. They were all on the same craft, snapped on with the triangular symmetry tool. All on the same stage. One of them would not deploy even when manually hitting deploy. It was not damaged. Identical clone to the other two as far as I can tell. The Kerbals did survive. Good thing it came down over water. Do we have random part failures?
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Does anyone know of a mod that requires the player to stockpile certain resources, outside of career mode? For example: Rather than being able to fill a KSPIe antimatter tank with an arbitrary amount of antimatter, the player first has to collect that much antimatter, then recover it on Kerbin. Alternatively, a mod that lets you prohibit certain resources from being added in the VAB/SPH, so the player has to bring that vehicle to a space station/base that has some of that resource to fill up the tanks.
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https://imgur.com/k6ODcqn https://imgur.com/aoCg7Z3 It's like a surface texture of Moho but it's far too large. [It was the Moho Ablation, introduced by AVP, easily removable]
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I have made a helicopter that works except for one part. Once it gets up if it rolls one way i cant get it to roll back without changing the pich of the intire copter. How would i fix this problem??
- 8 replies
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- ksp
- breaking ground
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