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X52

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About X52

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  1. Hi, accidentally put my thread into Add-on Development instead of Add-on Development/General Mod Development Help and Support Thread to be moved: to: https://forum.kerbalspaceprogram.com/index.php?/forum/104-general-mod-development-help-and-support/ Could someone please move it? Thanks and sorry for the hassle.
  2. I tried to modify the custom_axes values of the control state in multiple ways, but I couldn't find a way that applies it in game. Things I tried: FlightGlobals.ActiveVessel.ctrlState.custom_axes[0] = 0.33f; With OnFlyByWire attached to FlightGlobals.ActiveVessel.OnFlyByWire: OnFlyByWire(FlightCtrlState state){ state.custom_axes[0] = 0.33f; } and also FlightCtrlState state = new FlightCtrlState(new float[4]{ 0.2f, 0.2f, 0.2f, 0.2f}); FlightGlobals.ActiveVessel.SetControlState(state); sadly, none of these work. Is there another way to do this? edit:
  3. As far as I could find out, all that would be needed for Kerbalism support is expanding the module of the engine and the fuel tanks with this: MODULE { name = Emitter radiation = rads/s } where rads/s should be replaced with the amount of radiation emitted in rads/s The only tricky part, would be to adjust it so that it is dependent on the amount of fuel in the tanks and only the engine only emits a much when it is firing (I don't know how to do this)(also I have no idea how much radiation it should produce).
  4. Hi, currently, some incompatible mods are not listed as incompatible in CKAN but show a notification in game ([x]Science! for example). It would be nice to list them in CKAN if that is not a big hassle. I also have a question about a possible additional feature: Is something like orbital decay planed? I think it would be really interesting and could also add functionalities like an action that is triggered when the orbit falls under a user specified height. Then it could automatically spend remaining fuel (RCS or current active Engines specified by user) to remain in the desired or
  5. Hi, I have a KSP Install with many mods and get the following error when I reenter the atmosphere (of Kerbin): [ERR 10:25:04.090] TimingFI threw during Update: System.ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[OcclusionData].get_Item (Int32 index) [0x00000] in <filename unknown>:0 at FlightIntegrator.UpdateOcclusionConvection () [0x00000] in <filename unknown>:0 at FlightIntegrator.UpdateOcclusion (Boolean all) [0x00000] in <filename unknown>:0 at ModularFI.ModularFlightIntegrator.Updat
  6. Hi everyone, I try to understand the Camera System in KSP and hope I can get help here. Is it possible to correctly Render everything (all the Layers with Objects that are Visible on screen except the UI) with a single Camera? And If not, how would I do it with multiple Cameras. Currently when I create a Camera and set the render Layers like this: camera.cullingMask = (1 << 0) | (1 << 4) | (1 << 9) | (1 << 10) | (1 << 15) | (1 << 16) | (1 << 18) | (1 << 20) | (1 << 23); Then the Cockpit Interior is not correctly rotat
  7. I'm trying to set up Xamarin Studio for my first plugin. It seems the wiki entries about this are out-of-date because they say I should install monodevelop which I could't find for windows. (I want to develop on Linux and windows so an IDE which works on both would be nice) The wiki says I should set the target framework to .net 3.5 but I can't find this in Xamarin. I can compile the solution but when I put the .dll into ksp I get this error: [EXC 09:29:39.878] FileNotFoundException: Could not load file or assembly 'System.Runtime, Version=4.0.0.0, Culture=neutral, PublicKe
  8. Love this mod, and I´m currently starting to mod the new KSP version. Is it working in 1.2.1 or should I wait?
  9. If DMP is just updating positions, than that would explain the lag i mentioned. Best way of achieving a smooth multiplayer experience is not only updating position, but also speed vectors (and in case of KSP acceleration vectors) and letting the client interpolate until the next update from server arrives. This way a single package is bigger, but the game feels smooth between packets. UDP is much faster because there is not so much handshaking going on, the down side is packets can get lost. This would be no problem for vessel locations, but for login and other data that has to
  10. Is it normal that crafts of other players are lagging or can i do something about it? I tried to set up a Server in my local Network and everyone is jumping around (testet it with 2 and 3 players all on local network). I never used DMP before so i don´t know if this is normal or if some settings have to be changed.
  11. here is my output_log using 2.4.4.0: http://www.file-upload.net/download-9587746/output_log.txt.html
  12. here is my output_log: http://www.file-upload.net/download-9582014/output_log.txt.html i found this for example: NullReferenceException: Object reference not set to an instance of an object at SmokeScreen.SmokeScreenUI.OnDestroy () [0x00000] in <filename unknown>:0
  13. i found this: NullReferenceException: Object reference not set to an instance of an object at SmokeScreen.SmokeScreenUI.OnDestroy () [0x00000] in <filename unknown>:0 and: NullReferenceException: Object reference not set to an instance of an object at ModelMultiParticlePersistFX.OnSave (.ConfigNode node) [0x00000] in <filename unknown>:0 at EffectList.OnSave (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.SaveEffects (.ConfigNode node) [0x00000] in <filename unknown>:0 at ProtoPartSnapshot.Load (.Vessel vesselRef, Boolean loadAsRootPart) [0x00
  14. it happens with every ship, as long as i use a non-stock engine. i´m using 32bit ksp and only have B9 Aerospace | Release 5.2.3 installed.
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