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Gary_P

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Everything posted by Gary_P

  1. Welcome linuxgurugamer!! I am from NJ too. We moved to SC, but NJ will always be my home.
  2. Yes I would have thought that a game designed for the user to build upon would have had better documentation of its classes. Just my opinion. But it spawned an interest of Unity for me and I haven't played KSP much. I'm learning Unity first so I can make stuff work in Unity.
  3. Where did you find the info about this class? Where can I find all the documentation that I'm missing on all of the classes? It's a bit frustrating, working in the dark.
  4. I bet I could end this, and yes I didn't think about that - the camera is the remote camera. LOL I was thinking the small screen. But there could be a separate mod with just a camera and a screen. And that ends my conversation. And I still love this mod. Back to your regular scheduled channel.
  5. Is there a debug screen that I can write to in KSP, like the one in Unity? I tried Alt-F2 and it brought up a screen but then my window with my button goes away. I want to test if my button click is working correctly.
  6. I do see your point. If this is a Com type mod then another mod could be spawned to go along with this. I was thinking robotics when I saw what I could do with this, only because at this time we don't have anyone to communicate with. LOL
  7. After messing with modding windows and GUI controls, I like MJ's look much better then KSP 's windows colors.
  8. I was thinking the same thing. Remote defines ME not having direct control, or using a remote control. If I have control and I'm "actually there" then remote is a moot point. If I have to be with my ship/rover/ etc, then I have no use for remote relay, unless it's for radio communication. For communication this mod is great but as yet we have no one to communicate with. Please don't get me wrong. I'm not in any way putting down the mod, or its creators, because it's cool and I'm playing with it, I just thought it could be expanded. If I'm thinking off track, please tell me.
  9. Oh crap, Devo. That's bad news. But thank you for all the info. I tried the damned robotics a while back and it hosed my 2.0 because it was (to my knowledge) never updated to 2.0 Then maybe I'm better off with my collapsible beam structure? I could add an attachment point to each end. That may not work either huh? Or maybe after it's deployed it could be connected. There has to be a way to fold up a space station part.
  10. It seems to me this would be useful for creating objects to attach scripts to, that could do all sorts of things. BTW, Lando, I love your Inflatable Habitat. I send 4 up to be connected to my space station when I get the rest of it up there.
  11. I'd love to see a remote camera in these tools, kinda like the docking cam. This way you could use it to drive your rover w/o actually being there. It would feel more real.
  12. I also wanted to hop back in and say thank you Mr Shifty for the heads up. I created windows, buttons and all without a part! I'm a GUI designer in work so I'm trying different things to see what the GUI can do. I assume everything Unity can so I'm working in that first.
  13. Hi kellven! Couldn't a Unity game object be like using multiple parts parented together? I'm taking some UnityCookie classes as we speak, trying to get interested in Unity again. I was thinking a simple hinge part: 2 flattened cubes with a hinge at one end, that could be controlled with a small window like the kerbal attachment system works. I like their wench controls. Then 2 more cubes that rotate. Each one would have an attachment point on them and I was going to make multiple sizes. The problem I see and this may be because I'm new with KSP, is keeping the windows active. I assume that when clicked/right clicked it could bring up a small window with 2 buttons for in and out, (bend) or left and right rotation. I came up with this idea when I was trying to get a space station in orbit and I thought it may be cool to fold it. This morning I was thinking it may be better to create some folding geometry that opens up like a structure. Unity rocks but I'm a bit lost, looking for KSP's docs.
  14. I'm looking for the description to the AvailablePart, PartLoader and EditorPartList classes. Can someone point me? I looked here: https://github.com/Anatid/XML-Documentation-for-the-KSP-API and they weren't there.
  15. Agreed! LOL, I've been in SQL mist of my career but never as yet had to create a data warehouse. I'm a software developer, not a DBA, but if that's what they want then I'm good with it. Just another tool for my mental toolbox.
  16. Since I'm knee deep in modding I was wondering if anyone created a part that you can stick 2 other parts to it for bending or twisting. I was thinking it was about the size of an airlock but turned with a motor. This way the top "thing" would turn and it would be possible to point an engine in a direction, or have a tower crane move. Another part would act as a hinge for sticking 2 parts together. I'm sure the models would be simple but I didn't want to recreate the wheel. No pun intended.
  17. I'm working through one of those 24 hour books on SQL Server Integration Services, and they'd like me to be an expert in 2 weeks on data cubes and data warehouse. Is there a smiley to show me hanging myself?
  18. Just found this: In case someone wants to learn C#. I use it for work anyway.
  19. Just watched the first one. Thanks so much! This is going to help a lot.
  20. Mr Shifty, can you please give me some help? I like your mod and was looking at your code. You're working with the UI of the editor and not creating parts which is what I'm trying to do. I'd like to create a UI plug in. I know how to use Unity and how to code in C#, so how did you export the dll and how did you test your menus? All the stuff I'm reading is on parts, and I'm looking to create menus. I found this: http://wiki.kerbalspaceprogram.com/wiki/Creating_your_first_module But how do you test it w/o being in KSP? And again, it's based around custom parts. Thanks for any help. Feel free to pm me or post here.
  21. thanks! And yesterday I learned how to connect the tools to Unity but didn't get much farther. Still looking for how to create a Plugins dll.
  22. Redwork, place the PartTools.unitypackage file into the Unity packages folder. On my machine it's C:\Program Files (x86)\Unity\Editor\Standard Packages. http://forum.kerbalspaceprogram.com/showthread.php/25040 kerbtreak rocks! I finally got at least the tools working. A different way is to create a new project then drag that file into the Project folder. It comes in differently.
  23. How do you get the Part Tools window to go away after you have chosen the Game folder? It sits all by itself and then after you pick the game folder you're left with a blank small window. I got it to go away by choosing Window-Layouts-Default, but I can't click on the X to close it.
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