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UbioZur

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Everything posted by UbioZur

  1. Since we currently have two thread talking about more or less the same things: Other thread: http://forum.kerbalspaceprogram.com/threads/51738-Kerbonaut-Suit-colors-automatic-updaing As asked on the other thread, may be we could try to keep everything in one thread to merge the ideas and not duplicate them. Also, I know people have use Universe Replacer to change suit color. May be one of you could suggest develop an extension of that mod to get the first part of the suggestion as a mod (the suit color).
  2. Since we currently have two thread talking about more or less the same things: Other thread: http://forum.kerbalspaceprogram.com/threads/51831-How-to-make-Kerbals-awesomer-%28AKA-0-23-The-Kerbal-Update%29 May be we could try to continue to the discussion to one of the thread so the ideas can be merged and find in one place instead of duplicated? There are some good ideas here.
  3. I like that. It would be quite hard to get considering the possibilities we can have. However, when a new part get unlock due to science point, we could have a bit of a humoristic news saying how it has been discovered, the same way that the part description says it. I.e. OKTO: "OKTO2 was most certainly not concieved when one of our engineers sat on a standard OKTO."
  4. It's not the building that take all the fps, but the way Unity is handling the ocean. They have worked a lot on optimisation for .22, so hopefully you will be able to get better fps. Also you can try to not have the ocean on your screen, quite hard while landing. From what I recall, sandbox games will not have any tech tree and all part would be unlocked. So your old save file (the current sandbox one) should be fine (again as announced by Ted on the squadcast, they don't know yet if it will be save breaking), and have all part unlocked (however it may not be that useful to do science except rp). Creating a Career mode should give you the tech tree to unlock and so the parts, and will make science useful, but you would need a new save file for it. Again this is my interpretation of what I heard in the squadcasts and read through the blogs/weekly. And I can be completely wrong. That should be quite nice and help with the new terrain we had for .21 (especially on the mun).
  5. Ok Interesting, I am kind of getting back to coding and completely learning C# (more the differences there is between C# and C++). If I get a chance, I will pop the question to the dev/Ted to know more about it. Thanks Taranis, I will have a look at it; Cleaning a bit my code at the moment so it look like programming and not messing around with code.
  6. At the moment there are a few ways to do it: - You can make your own editing the .cfg file (well creating one). - You can use Teirusu cluster adapter, and add the engines to it: http://forum.kerbalspaceprogram.com/threads/39049-Mobius-RocketWorks-Engine-Mounts-and-Parts - You can use part mods that will add already made ones as mentioned above. - Wait a bit, and when my in game welding too is ready to be release (soon if irl is not getting me too much), you will be able to make it yourself. As of the overheating. Unity process the amount of heat dissipation by how far the center of mass of the attached part is. The furthest, the less dissipation, the more overheat. This is why a mainsail under a Jumbo tank will overheat a lot, but if you had a small fuel tank under the Jumbo, you will barely have any overheat. It is also why using a cluster adapter (either the stock ones, or mod ones) can help reduce the overheat.
  7. This is how I do it from my steam library. - I go to the library through the browser. - Click on the image I want (it open it on an overlay) - top left of that overlay there is a link, I click on it, it give me the same image without overlay. - then I click on the image itself, it open it as an image. - then i have the link of the image - use the tags [noparse][/noparse] to put it in the forum It is a long painful process. if you don't want to upload the image on another place like imgur. (note that the forum have tag to include imgur library).
  8. Thanks Awesome Diazo (And Kerbal Alarm Clock too then I guess).
  9. There is in the Support forum Self-help for crashes - look here first if KSP crashes However that forum is for non modded ksp. Few things to check however: - ksp.log in the main folder. It may tell you why it crashed. - when the game crash it usually create a new folder with the crash data on it. you can find more useful information on those logs. It does sound like a out of memory crash. You can also try to remove all mods, and see if it crash, if not, slowly add more mods, until it crash again.
  10. I gonna have to look at it, I used a textfield. Think I could have googled it and not just forum search it? errr no! thanks I will check that and see if it works. I don't know what could block Squad to do it. On top of my head, ideas would be, that they wait to be out of alpha or integrate a proper mod API, Since debugging would mean sharing decompiled source, it could be a copyright problem, or issue with the unity license. So I guess no easy way. But I should be able to find that somewhere. Do you know how I can set image to a button?
  11. Suggested last week http://forum.kerbalspaceprogram.com/threads/50502-comment-on-vessels-like-you-do-with-flags Last month http://forum.kerbalspaceprogram.com/threads/49336-Notepad Please use the search feature before creating a new thread. It is easier to keep all simmilar ideas under the same thread. As seens on the linked threads, there are some mods that allow you to write those notes on a vessel base. May be they will allow you to write them on for the all save (shouldn't be hard to make either).
  12. Hey guys, I am running at the time where I need to get a bit of a better GUI for my tool. here is the current state: I have three question at the moment: To select the category I am using GUILayoutx.SelectionList(). That works well (except that the category enum are not ordered the same than the tabs in the editor). However I would like to add the icons to it. same icons that the editor ones. And I don't know where to get them from and how to put them in. Second question: I would like to make a dropdown list (one selection possible). And I don't know how to do it, every tutorial I have found on google use javascript! Any tips/info on that? Last question: Any way to have the description box with a word wrap? Thanks in advance
  13. Oh I know guys, that's why I moved quite quickly at spending the time making the in game tool instead of the adding more handmade ones. Since they are not stock part, I can't do it (I rather spend time working on the tool than looking for mods/installing them/testing them). I am quite certain than the tool will works with most part plugin out there however. No problem.
  14. In the what not to suggest list, just next to New parts there is ** Make sure you read the stikies before posting, and try to have more content and "meat" within your suggestion. As of forum rule 2.3.a says, you are not allowed to post message that lack any substantial content.
  15. Technically speaking as alpha gamer we are the last testers for each updates. So by playing the game, reporting the bugs following the guideline, and sharing what you do ingame, you are helping Squad to find bug, and show different way to play the game. Now from time to time, Squad is looking at some experimental tester, mainly it is to test the future update on several different equipment before the release. At the moment it's close, but if you follow the KSP Weekly and the Announcements forum, you may catch thread like that one when it's still open. Or you could try to be as lucky as the youtuber danny and always find very strange bugs in game and be able to repeat them, and make everyone laugh exploiting it in a video!
  16. Thanks for the info Faark, Is there a way to not have it start in the SPH/VAB or even just the space center? instead of an active vessel? If found a way I used HighLogic.LoadScene(GameScenes.EDITOR); instead of the FlightDriver line.
  17. Here is what the model should look like MODEL { model = urlpart/model position = posx,posy,posz scale = scx,scy,scz rotation = rotx,roty,rotz } you can get posx, posy, posz with the pos= in the craft file. scx, scy, scz will most likely be 1. For the rotation however you have quatx, quaty, quatz, quatw with the rot= You can use this to know how to convert and get rotx, roty, rotz. For most things however, you will most likely use angle like 90° and 180° so I would suggest to just think about the rotation angle yourself and play with the value. attRot, I am not sure what it is, but I think it the rotation of the the attachment or due to it's attachment. And for info: Euler angles are angle for each axis. Degree is what we commonly use (0° to 360°, etc...), as opposed to radian which is used by Pi and lot of program.
  18. Yes i am. Most of it is done. I just need to add a few bit and pieces.
  19. I think to manually do it from a craft file is actually harder. You will need the position (pos), and the Euler rotation (you have to convert the quaternion rot to a set of 3 Euler angle in degree). For a manual version, I would do everything directly from the source of the cfg, and check in game that the rotation is good. and I will definitely take that pos to avoid making the maths myself.
  20. If the dev does it like you suggest and take the last few weeks we would have: - more parts - Boats - Lot of science stuff to do but not part to do them. - Another screenshot directory - So many planets/systems Before we even have the R&D, career mode, fixed sas and any other things they could be working/planning on for .22. The what not to suggest list is the list of all the suggestion that the dev have either confirmed or denial to have in the game. most of the other often suggestion (that the dev have not confirmed or denial) are tracked in the already suggested list. Those list exist to avoid this forum to be spammed by the same suggestion, look at the first page at the time, there is 2 boats suggestion, 2 suggestions for extending landing legs/wheels in the VAB/SPH. If we did not have those list (and enforce them), we will end up with 10+ multiplayer, 20+ more planets in the first page and we will miss all the actual new suggestions.
  21. As Dart said it's on what not to suggest list, because improving them have been suggested a lot of time at the moment. I am sure the dev will have a look at improving them later on when most of the big features of the game is implemented. 2 ways to do it for now: - Use a mod like Action on the Fly - Generalize your action group (like 0 for solar panel, 9 for wheels, 8 for ladders), and you should end with less problem.
  22. Thanks for the info. At the current state of the mod, I do not mind people sharing other similar mods, since one of the reason I released it was to show people it could be done easily. I believe the second line of the original post is saying in red that I am working on the in game plugin for it. thanks, I hope to release a play test soon. I have just fixed a big anoying bug I had for few weeks. Here you go. Again I used the plugin for that, so if you see a problem/bug, let me know so I can fix it. PART { name = ubioRockoHeadStart module = Part author = UbioZurWeldingLtd rescaleFactor = 1 PhysicsSignificance = -1 node_stack_top4294786742 = 0,8.399354,0,0,1,0,2 node_stack_bottom4294744092 = 0,-8.730646,0,0,1,0,2 node_attach = 0,0,0,0,0,0,0 cost = 32000 category = Pods subcategory = 0 title = Rockomax Headstart manufacturer = UbioZur Welding Ltd description = We have nearly welded a full rocket! Waranty void during re-entry. attachRules = 1,1,1,1,0,0,0 mass = 9.3 dragModelType = maximum_drag = 0.2 minimum_drag = 0.275 angularDrag = 1.9375 crashTolerance = 7.0625 breakingForce = 155.5 breakingTorque = 155.5 maxTemp = 2950 fuelCrossFeed = True MODEL { model = Squad/Parts/Command/probeStackLarge/model position = 0,8.209354,0 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Command/asasmodule1-2/model position = 0,7.769356,0 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Electrical/batteryBankLarge/model position = 0,7.394354,0 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/FuelTank/RCSTank1-2/model position = 0,6.769354,0 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/FuelTank/fuelTank3-2/model position = 0,2.519354,0 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/FuelTank/fuelTank3-2/model position = 0,-4.980646,0 scale = 1,1,1 rotation = 0,0,0 } RESOURCE { name = ElectricCharge amount = 4030 maxAmount = 4030 } RESOURCE { name = MonoPropellant amount = 750 maxAmount = 750 } RESOURCE { name = LiquidFuel amount = 5760 maxAmount = 5760 } RESOURCE { name = Oxidizer amount = 7040 maxAmount = 7040 } MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.05 } } MODULE { name = ModuleReactionWheel PitchTorque = 21.5 YawTorque = 21.5 RollTorque = 21.5 RESOURCE { name = ElectricCharge rate = 0.45 } } MODULE { name = ModuleSAS } }
  23. I have fixed a big bug on mine yesterday (been on it for weeks!) A few tweaks, and I may release a playtest to hae a better view of what can't be welded! If you suggest it to the dev, it will be locked because it's on the what not to suggest list. So soon for me.
  24. Locked and you know why! http://forum.kerbalspaceprogram.com/threads/50313-Boat-Building-Station
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