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petersohn

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  1. I have some installation problems. I extracted 2.0.10 into GameData, but the robotic parts do not appear in the game (I have KSP 1.2.2). Here is my directory structure: GameData/MagicSmokeIndustries/ ├── AssetBundles │ └── ir_ui_objects.bundle ├── blizzy_icon.png ├── Flags │ └── InfernalRobotics.png ├── InfernalRobotics.version ├── IR_TweakScale.cfg ├── LICENSE.md ├── Parts ├── Plugins │ ├── InfernalRobotics.dll │ ├── PluginData │ │ └── InfernalRobotics │ └── Scale_Redist.dll ├── Sounds │ └── infernalRoboticMotor.ogg └── SupportedLicenses └── README-TweakScale.txt I looked in the log, but I found no problems releated to IR. In fact, IR-related log messages constantly appear in the log.
  2. I am also using RemoteTech, so I have CommNet completely disabled. Stull, the contract condition does not get activated.
  3. Thanks, that works. Actually, my findings are the following: If SAS is already enabled, this can be used to set the mode: FlightGlobals.ActiveVessel.Autopilot.SetMode (mode); To enable or disable SAS, this have to be used: FlightGlobals.ActiveVessel.ActionGroups.SetGroup(KSPActionGroup.SAS, value); To enable SAS and set the mode at the same time, this does not work: FlightGlobals.ActiveVessel.ActionGroups.SetGroup(KSPActionGroup.SAS, true); FlightGlobals.ActiveVessel.Autopilot.SetMode (mode); However, this does: FlightGlobals.ActiveVessel.ActionGroups.SetGroup(KSPActionGroup.SAS, true); FlightGlobals.ActiveVessel.Autopilot.Enable (mode); It seems to be some kind of API bug, which may or may not be fixed in some later update.
  4. I tried to explicitly enable or disable the autopilot with the following functions: bool result = FlightGlobals.ActiveVessel.Autopilot.Enable (); and bool result = FlightGlobals.ActiveVessel.Autopilot.Disable (); They always return true (at least when I tried on a vessel where autopilot is working), but do nothing. Toggling the autopilot with T works as expected. This also works: FlightGlobals.ActiveVessel.Autopilot.SetMode (mode); Anyone has any idea what am I missing here?
  5. I created this small library that can be useful for all modders. It makes using configurable hotkeys easier. See the main thread on the main Modding forum for more details.
  6. This project is currently under review by the moderation staff, pending approval of the changes that have been made. Until approved by a moderator, the project will not be visible to others, and its files will not synchronize across the Curse network. The purpose of this mod is to provide an option to assign hotkeys to SAS modes (such as stability assist, hold propagade etc.). For example, with setting one key for each SAS mode to one key on the keypad, switching between modes is just one keypress, even if the navball is hidden. The hotkeys are configurable through Hotkey Manager. It can be accessed by clicking on the Hotkey Manager icon () on the toolbar. Other options can be configured through the stock settings menu: Settings / Difficulty Settings / SAS Hotkeys. (As of KSP 1.2, Difficulty Settings is the only place to put custom settings, the other option is custom dialog and toolbar button). Changelog: v0.1.0: First release. v0.2.0: Use HotkeyManager v0.2.0. Add hotkey to explicitly disable or enable SAS. Add options settable in stock settings: Add option to automatically enable SAS. Add option for continuous trigger. Source Code Binary release: Github, Curse
  7. This is an API that allows other mods to define custom hotkeys. These hotkeys can be configured in a centralized hotkey configurator dialog. Out of the box, this mod does nothing. It's a plugin that can be used by other mods. For a full documentation, please see the Github page. Changelog: v0.1.0: First release. v0.2.0: Fix exception when trying to remove nonexisting element. Add method to iterate through hotkeys in a group. Trigger only on fixed updates. Source Code Binary Release
  8. Well, duh. It seems that I won't be able to test the SGEN GC released in newer Mono versions then. Is it at lease possible to run with custom Mono runtime parameters, then?
  9. Is it possible to run KSP with my own Mono runtime instead of the one shipped with the game?
  10. Since the 1.2 update, satellite contracts are broken for me. The "Build a new unmanned probe..." is not being checked even if I build a completely new craft. The same craft worked before 1.2. The one I tried has a Probodobodyne OKTO for probe core, Communotron 16 and DTS-M1 antennas, and OX-STAT solar panels. I tried disabling Contract Configurator, but it didn't help.
  11. I've been having crashes at scene change even before 1.2, but only if I run the game from Steam. There is also a crash at each KSP shutdown (not that it causes any problems though). I run the game under Linux.
  12. I played around with the “Override Launch Button” feature. Right now it is completely broken. This is what I found: After turning on the feature, the “Build” option from the KCT window in the editor got removed, but the lauch button was still disabled. After exiting to the main menu and reloading the game, the launch button got enabled. When I clicked on it, the craft got added to the build list, but it also got launched right away. Disabling the feature works as expected. Edit: I am using KSP 1.2.1 and the latest commit from development branch of KCT.
  13. Precise node (this one) shows the value too. My question is that how do I find out what the parameters of the parking orbit needs to be in order to achieve said inclination? Because starting from an equitorial orbit and planning the manouver with the (approximately) exact time, ejection angle and delta-v I get quite a different ejection angle. A different question: is there any way of planning a gravity assist manouver? I mean, I can plan a flyby to planet Foo, but I need to plan it so that after the flyby I enter a transfer orbit to planet Bar (possibly with a correction manouver at the periapsis).
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