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Few Questions on what is possible to do in an addon


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Hey,

I have an addon idea, and I have a few questions about addons development and it's flexibility.

First part is, is it possible to:

- Add static objects to the world (like adding more building around the KSP center?)

- Create an new full interface (like traking station, VAB, SPH, Space Center)?

-have vessels processing data even when they are not loaded? (I think that is possible).

Where can I find documentation on the "API"?

I have looked at the empty wiki (http://wiki.kerbalspaceprogram.com/wiki/Plugins), ok but not that usefull forum link (http://forum.kerbalspaceprogram.com/showthread.php/25013-Compilation-of-modding-information-links-for-0-19-0-20-Last-updated-17-06-13).

Everything is about creating new parts not acturally adding freature to the game!

I guess that would be it for now, since it's mainly what I need to decided starting the project. (those two features, and a place look for documentation)

Thanks in advance

PS: just for info, I would like to add more exploration features to the game... and so more things to explore!

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I'll do these in order of how you wrote them down.

- It is possible, but only by launching them from the pad and moving them to where you want them. The space center is hard coded into the game, and is unmoddable without altering base game files.

- Same situation. All of this stuff is hardcoded into the game, and would require replacing files like these. However, SQUAD have redone the KSC and it's coming out in the next update. You should read the blogs!

- It's not possible. You have to actually be near the craft in order for it to be loaded and to allow for processes.

- I'm not sure where the API Documentation is, but the API is outdated and so is the documentation.

- Adding features to the game takes programming, and a bit of modeling/texturing.

Again, most of the things you want to do require modding the base game files, which means that you would have to update it every time a new update comes out, and you would also have to convince other people that modding their base game is safe enough. Unfortunately, the things you want to do are not possible with the API.

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You can absolutely add objects to the world without launching from the space center. You may not be able to construct entire vessels, but you can definitely load a model and place it somewhere without it being part of a vessel. The tricky part is making sure it gets recreated when the game destroys it, but this isn't terribly hard.

I don't think you can add a new scene. However, you can modify the existing scenes substantially, so it might be possible (for example) to create a "second map view" or something along those lines.

Unloaded vessels don't simulate. However, you can have some other component (like a class tagged with KSPAddon) access some basic information about unloaded vessels, and you can track more detailed information in your own code. So, in principle, you can do a lot; you just can't use the inbuilt methods for manipulating vessels. In particular, this means it's difficult to simulate resource flow on unloaded vessels. (You'd have to emulate the entire system yourself and come up with some way to merge the results back in when the vessel loads.)

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Developer on leave NovaSilisko's Avatar

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Join Date:Jul 2011Location:Central MichiganPosts:3,889Blog Entries:2

There's an internal object called PQSCity, which is used for placing easter eggs. I bet it could be adapted to place permanent objects.

That's from the 'low-poly citys' development thread. Very possible to add things ingame without launching them, even to make them persistant. Also Frogbull (one of the guys developing the city mod) mentioned something about making a VAB like building to construct citys in. Maybe he can give you some clues into that.

http://forum.kerbalspaceprogram.com/showthread.php/36619-WIP-Low-Poly-Cities-for-Kerbin

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I'll do these in order of how you wrote them down.

- It is possible, but only by launching them from the pad and moving them to where you want them. The space center is hard coded into the game, and is unmoddable without altering base game files.

- Same situation. All of this stuff is hardcoded into the game, and would require replacing files like these. However, SQUAD have redone the KSC and it's coming out in the next update. You should read the blogs!

humm sad,

just to make sure, the idea is not to replace any of the current interface/object in game, just add more. like adding more easter eggs, having an interface that would go with the new features.

- It's not possible. You have to actually be near the craft in order for it to be loaded and to allow for processes.

I would have thought that since the tracking station can access the position/info of the craft it would have been possible. I haven't checked if remotech have a source code available, but they do have a way to detect if non loaded ships are linked for communication.

- I'm not sure where the API Documentation is, but the API is outdated and so is the documentation.

It's a whole kerbal way ... trial & error. :)

- Adding features to the game takes programming, and a bit of modeling/texturing.

I don't mind programming (didn't study it for nothing) as long as I get documentation for the functions available to me.

Again, most of the things you want to do require modding the base game files, which means that you would have to update it every time a new update comes out, and you would also have to convince other people that modding their base game is safe enough. Unfortunately, the things you want to do are not possible with the API.

I was more hoping on adding to the base game not replacing what is in it.

I guess I will have to wait and hope for KSP to support better modding.

I may still poke around if I can find good documentation on what's available.

EDIT (to avoid double post):

You can absolutely add objects to the world without launching from the space center. You may not be able to construct entire vessels, but you can definitely load a model and place it somewhere without it being part of a vessel. The tricky part is making sure it gets recreated when the game destroys it, but this isn't terribly hard.

Developer on leave NovaSilisko's Avatar

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Join Date:Jul 2011Location:Central MichiganPosts:3,889Blog Entries:2

There's an internal object called PQSCity, which is used for placing easter eggs. I bet it could be adapted to place permanent objects.

That's from the 'low-poly citys' development thread. Very possible to add things ingame without launching them, even to make them persistant. Also Frogbull (one of the guys developing the city mod) mentioned something about making a VAB like building to construct citys in. Maybe he can give you some clues into that.

http://forum.kerbalspaceprogram.com/showthread.php/36619-WIP-Low-Poly-Cities-for-Kerbin

Good to hear, Easter eggs like model is what I want to add (so more things to explore. :) Will have a look at all that thanks.

I don't think you can add a new scene. However, you can modify the existing scenes substantially, so it might be possible (for example) to create a "second map view" or something along those lines.

I guess it could work, it's really to have a more intuitive interface than having to load a vessel.

Unloaded vessels don't simulate. However, you can have some other component (like a class tagged with KSPAddon) access some basic information about unloaded vessels, and you can track more detailed information in your own code. So, in principle, you can do a lot; you just can't use the inbuilt methods for manipulating vessels. In particular, this means it's difficult to simulate resource flow on unloaded vessels. (You'd have to emulate the entire system yourself and come up with some way to merge the results back in when the vessel loads.)

I more or less need two sets of coordinates, orbits coordinates and the addon module that is on it. So it should be doable, no ressource flow (except may be electricity if possible)

Edited by ImpulseSpaceCenter
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Well that is what I meant, in order to add anything you need to alter the base game files. It's doable, it just takes a lot more effort than creatings parts/addons. It might be easier in .21, as they've made quite a few changes to how buildings are loaded.

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