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Magion

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Everything posted by Magion

  1. And next version of WernherChecker is online! So...What's changed? * Checklist is now available in SPH too and you can configure it's items separatly from VAB * Editor will be locked if you will hover over the window to preven unwanted parts grabbing * Small code optimisation Hope you enjoy!
  2. I thing they are compiled into .assets files in KSP_Data directory, but legally you can't decompile them. You can use PlanetFactory CE to create your own planets.
  3. What?!? Harv is only 14?! He sounds like a much older. Back to original question ---> I watch Scott, Danny, Nassault and sometimes HOC and TheWinterOwl.
  4. Ok, so at your request in version v0.1.4.1 I've added one item to config file, where you can set whether Jeb's suggestion is Enabled or Disabled.
  5. DRE comes with ModuleManager configuration file, which modifies maximum temperatures and also adds ModuleHeatShield to every fuselage part.
  6. I have the solution! (ModuleManager required) 1)Delete all folders and files in the RemoteTech2 folder except Parts folder. 2)Create new text file and change extension to .cfg 3)Insert following text into the .cfg file 4)Save it 5)Enjoy! @PART[RTShortAntenna1] { TechRequired = flightControl MODULE { name = ModuleDataTransmitter packetInterval = 0.3 packetSize = 2 packetResourceCost = 15.0 requiredResource = ElectricCharge DeployFxModules = 0 } } @PART[RTLongAntenna2] { TechRequired = largeElectrics MODULE { name = ModuleDataTransmitter packetInterval = 0.3 packetSize = 2 packetResourceCost = 15.0 requiredResource = ElectricCharge DeployFxModules = 0 } } @PART[RTLongAntenna3] { TechRequired = specializedElectrics MODULE { name = ModuleDataTransmitter packetInterval = 0.3 packetSize = 2 packetResourceCost = 15.0 requiredResource = ElectricCharge DeployFxModules = 0 } } @PART[RTShortDish1] { TechRequired = electrics MODULE { name = ModuleDataTransmitter packetInterval = 0.3 packetSize = 2 packetResourceCost = 15.0 requiredResource = ElectricCharge DeployFxModules = 0 } } @PART[RTShortDish2] { TechRequired = electrics MODULE { name = ModuleDataTransmitter packetInterval = 0.3 packetSize = 2 packetResourceCost = 15.0 requiredResource = ElectricCharge DeployFxModules = 0 } } @PART[RTLongDish1] { TechRequired = largeElectrics MODULE { name = ModuleDataTransmitter packetInterval = 0.3 packetSize = 2 packetResourceCost = 15.0 requiredResource = ElectricCharge DeployFxModules = 0 } } @PART[RTLongDish2] { TechRequired = largeElectrics MODULE { name = ModuleDataTransmitter packetInterval = 0.3 packetSize = 2 packetResourceCost = 15.0 requiredResource = ElectricCharge DeployFxModules = 0 } } @PART[RTGigaDish1] { TechRequired = advScienceTech MODULE { name = ModuleDataTransmitter packetInterval = 0.3 packetSize = 2 packetResourceCost = 15.0 requiredResource = ElectricCharge DeployFxModules = 0 } } @PART[RTGigaDish2] { TechRequired = specializedElectrics MODULE { name = ModuleDataTransmitter packetInterval = 0.3 packetSize = 2 packetResourceCost = 15.0 requiredResource = ElectricCharge DeployFxModules = 0 } }
  7. And if they are still not transmiting science, delete "RemoteTech_Squad_Antennas.cfg" from RemoteTech2 folder.
  8. Me too! Just yesterday. Chuck is awesome. He has the same Courage like the real Chuck, Chuck Norris
  9. Yeah, I almost forgot on that. I will probably make different list settings for SPH too. But this will be not in next update. In that are gonna be new textures and fonts for the window. Edit: Wow, it's actually harder to import font, than I thought it's gonna be, so in next update is gonna be functionality in SPH.
  10. Finally, v0.1.4 has been released! This update may seems small, but it requied rewriting a lot of code, to support the new feature, which will appreciate mainly players, who have many mods installed, so parts of the same type use various PartModules. So the new feature is, that you are no longer limited in numbers of PartModules to check for per one item.
  11. WernherChecker is customizable and compatibile with ALL mods. You just need to know the name of the PartModule of the part, that you want to check for. In your case, PartModule for RealChute parachutes is "RealChuteModule". Then you must edit the config file, located in "GameData/WernherChecker/Data/modules.cfg" the way, I explained in this post. So your modules.cfg should then looks like this: items = Control Source,,Reaction Wheels,Power Source,,Engines,Parachutes,,Communication,SCIENCE!! modules = ModuleCommand,KerbalSeat,ModuleReactionWheel,ModuleDeployableSolarPanel,ModuleGenerator,ModuleEngines,ModuleParachute,RealChuteModule,ModuleDataTransmitter,ModuleScienceExperiment At this time you can check only for two PartModules per one item - changed in v0.1.4
  12. Bohužel ne To je divné... V modu "Crowd-sourced Science Logs" má soubor ScienceDefs.cfg více než 200kb, a přesto funguje bez problémů...
  13. Neopatrný kÃ…â„¢eÄÂek It means "careless mamster" in czech It's the name of one song from Ivan Mládek.
  14. Maybe you were looking at the old thread of KAS. KospY is no longer working on this mod, so Majiir, the new maintainer of KAS, created new thread, where is the newest version of KAS - 0.4.5, which is TechTree compatibile
  15. Hmm... Interesting... I'll try to don't remember your code and figure out, how to write it on my own, because I don't want simply copy it. I want to improve my coding skills a bit. BTW, I'm not a lawyer, but I affraid, that the code you pasted on the Pastebin is against the MIT License. You have to copy the license, which I have in the download file to the begining of your modified code.
  16. Sorry, but you can't disable Jeb, who is screaming at you, that he wants MOAR BOOSTERS!!!
  17. And here it is - Version v0.1.3 of WernherChecker is now released! Find out, what is new in the first post
  18. It's the same case as MechJeb. Estimating Delta-V is part of the game too, but most of the people have it installed. This is thing, about that I was thinking too.
  19. I am proud, that I can introduce you the new version of WernherChecker, which contains long awaited feature - configuration file, where you can edit, what to check for. So, how it works? ↓OUTDATED!!! - Check OP for UpToDate guide Here is how the stock config file looks like: items = Control Source,,Reaction Wheels,Power Source,,Engines,Parachutes,Communication,SCIENCE!! modules = ModuleCommand,KerbalSeat,ModuleReactionWheel,ModuleDeployableSolarPanel,ModuleGenerator,ModuleEngines,ModuleParachute,ModuleDataTransmitter,ModuleScienceExperiment If you want to check for one module per item, do it simply like this: items = item1,item2,item3 modules = module1,module2,module3 If you want to check for two modules per item, don't write there anything(DON'T WRITE THERE A MARGIN NEITHER) in the items line on the same field as the second module items = item1,,item2 modules = module1(item1),module2(item1),module3(item2) You can check maximaly for two modules per one item! - changed in v0.1.4 Hopefully you got it, beacuse I am not very good at explaining things And that's it. I hope you will enjoy the new feature.
  20. It's not bug. I don't know why you wrote it into KSP bugtracker. It's normal, that in C# you can't work with empty list. Just write this before your code. if (EditorLogic.startPod != null) { [Your Code] }
  21. I like tutorials from the New Boston. I watched only first 15 videos (of 200) and I managed to create my own plugin for KSP (I'm just 14 too ). But those tutorials weren't the only source of informations. Google. There you can find answer for specific question. But if you just want to import part to KSP, you don't need any C# skills. You can learn here, how to configure your model, to be able to be imported to KSP and here is, how to set up config file.
  22. Yeah.. I had the same idea few days ago, but it would be quite problematic, if it will be combined with the list, which would be loaded from .cfg (well... it will be probably .xml) file. I'll see, how well will it go... And now it's time for small update: After few days of celebrating New Year I finaly began to work on this project again. At this time I have more than a half of work on the checklist, whose items will be loaded from .xml .cfg file completed - I figured out how to read data with the same index from two arrays and bunch of other stuffs. Yet I have some trouble with PluginConfiguration, but I think it'll be solved soon.
  23. I would do it somehow like this: MusicLogic ml = new MusicLogic(); if (FlightGlobals.ActiveVessel.Landed) { if (FlightGlobals.ActiveVessel.mainBody.name == "Kerbin") { ml.spacePlaylist.Clear(); ml.spacePlaylist.Add(AudioClip clip); } else if (FlightGlobals.ActiveVessel.mainBody.name == "Duna") { ml.spacePlaylist.Clear(); ml.spacePlaylist.Add(AudioClip clip); } }
  24. This feature is already in ToDo list, but it's got low priority. I hope it is possible to do it before a ship will move to the launchpad.
  25. Happy New Year from Czech Republic. *cough* *cough* Goddammit, here is lots of smoke from a fireworks.
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