Warezcrawler

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About Warezcrawler

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    Space Pirate

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  • Website URL https://github.com/WarezCrawler/Guybrush101

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  • Location Denmark

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  1. Atmospheric Harvester

    Did you add it to the planet atmosphere. It does not magically show up in the planet atmosphere unless you put it there. Adding the resource is not sufficient. This is from the community resource pack (Argon Gas) PLANETARY_RESOURCE { ResourceName = ArgonGas ResourceType = 2 PlanetName = Kerbin Distribution { PresenceChance = 100 MinAbundance = 0.01 MaxAbundance = 0.1 Variance = 5 } } You can also add it globally.
  2. You really should not expect an update of autorove. It has been "dead" a long time. Personally I prefer Bon Voyage, which is also more efficiently coded as far as I can see. So for me, it's better performance and functionality. That said, I loved this mod which pioneered automatic roving!
  3. [1.3.0] GTIndustries (Updated 05-06-2017)

    Just so you are aware, on a request I made a throttle dependent ISP feature for the MultiModeEngine. However, I never did integrate the feature into the multimodeengineFX module. It's not the same as what you describe, but it's not far off either.
  4. [1.3.0] GTIndustries (Updated 05-06-2017)

    It's sort of by design. I did basically not consider that anybody needing to reference my partmodule class from another mod. But I do not have a problem with it. Can I ask what you are trying to achieve that my mod does not currently support? I'm not asking because I'm unwilling to make the class public, I'll be happy to, but I am interested. Side note: I'm not currently actively playing Kerbal (I'm kind of on a break), but I can make the change "blind", so that would be without testing - hopefully you could help testing then? (on top of that, I have not even upgraded to 1.3 yet!)
  5. [1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)

    You do know that you can customize your own tabs and place them anywhere you want, right?
  6. [1.3.0] GTIndustries (Updated 05-06-2017)

    Just did a "blind" recompile for KSP 1.3. I not upgraded myself, so this build is untested. However, you are welcome to leave error reports.
  7. [1.3] Kerbal Research & Development

    @-MM- I'm working on learning how to create a menu like the one you have implemented in this mod. Are you using some kind of editor to create the menus? I've looked at the DMagic guides, but they depend on compiling some binary files and stuff. I'm just thinking that this might be simpler. Any advise would be appreciated. Thanks.
  8. I don't know. Maybe it was just a choice of how much work to put into developing that piece of functionality rather than if it is possible... My guess is that if you can reload everything, then you can also load more targeted... But is it worth the time for the mod maker is basically the real question I guess... Only sarbian can answer that in regards to MM. With or without this, MM is still the most essential mod. It is what makes mod making for everyone!
  9. That would be nice, but I've only been successful in reloading the db ingame on very light installs. So when tweaking patched I usually work on a very light install, and usually actually reload the game entirely.....
  10. ScenarioModule help needed (solved)

    Well, based on a peek at the definition of SetValue, I guess you might have had a true as the last argument (createIfNotFound), or it was defaulted to true previously. public bool SetValue(string name, string newValue, bool createIfNotFound = false);
  11. ScenarioModule help needed (solved)

    hmmm... setvalue only work when the value is already present, right? So addvalue would probably be the way to go.
  12. ScenarioModule help needed (solved)

    Try and take a look at -MM- uses scenario module for persisting global data. I think that will get you going. https://github.com/mmoench/KRnD/blob/master/Source/KRnD.cs#L1159-L1235
  13. Maybe this mod is one of the best resources to answer such a question The mod is great for hovering. I use it for my suicide burns (timing is manual), and then soft landings.
  14. [1.3.0] GTIndustries (Updated 05-06-2017)

    Well, this mod is actually intended to be integrated into other mods which will provide parts. However, if you have some idea's to which engine types you would like to see, I might consider taking the example engines I made, and create a small pack out of it. Would that be something anybody is interested in? I'm happy to hear that somebody likes the product, and enjoys it like I do myself
  15. [1.3.0] GTIndustries (Updated 05-06-2017)

    @FreeThinkerI updated the MM.... I don't have the errors anymore. Thanks.