udk_lethal_d0se

[1.2] Mission Patch Manager v1.2.0 - 15th September 2016

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@udk_lethal_d0se I remember those times ) it took me around three months of hard work before I could finally take a deep breath in my entrepreneurial endeavors.

There's one question in the air, do we need to look for a maintainer of this mod?

One crucial feature it needs is a support of several meshes. I have faith in your software engineering proficiency, do you think you could find some time to add this feature?

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@udk_lethal_d0se Also, I've been lurking in your code and found that you prohibited the decal change in flight:

[KSPEvent(guiName = "Select Patch [Next]", guiActive = false, guiActiveEditor = true)]

...

[KSPEvent(guiName = "Select Patch [Previous]", guiActive = false, guiActiveEditor = true)]

Will it hurt if you enable it in flight? The problem is if I add new patches to the folder this mod gets a new alphabetical order of files and patches on my active crafts change. I had to edit my save every time this happened, would be awesome if players could correct the patches in flight.

Edited by Enceos

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I hadn't thought of that to be honest, it wouldn't hurt to have it in flight, the only drawback will be extra options in the context window for the part. I'll have a look into making a small update after this week has passed, as I'm on holiday. 

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@udk_lethal_d0se And support for the texture change of more objects :3

The I want to make a universal spraykan with decals of different curvature, I will use a Firespitter mesh switch module to switch between the objects. I didn't want to spam different parts but make an all-in-one decal.

EDIT: Ah.... forgot to ask for .tga/.dds support.

Sorry, it all accumulated after three months. This mod has the potential to become legendary and a must have for many players.

I really hope I didn't scare you off.

Edited by Enceos

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Yep, looks like I scared off the author.

Pity :(

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On 6/19/2017 at 6:04 AM, EthanKerbman said:

For those wondering, v1.2.0 crashes on load with KSP 1.3.0

Uhm.... did you try v1.2.1, instead? v1.2.0 was for KSP 1.1.3, v1.2.1 was for 1.2.x...

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3 hours ago, Stone Blue said:

Uhm.... did you try v1.2.1, instead? v1.2.0 was for KSP 1.1.3, v1.2.1 was for 1.2.x...

Probably won't work, but, I like this mod, so I'll be adopting it in the next few days.

Watch for a 1.3 release soon

Nuts, it's a NoDerivatives mod.  I can't adopt it without permission, but I'll try contacting the author

Edited by linuxgurugamer
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17 hours ago, Stone Blue said:

Uhm.... did you try v1.2.1, instead? v1.2.0 was for KSP 1.1.3, v1.2.1 was for 1.2.x...

Actually I meant 1.2.1, I just forgot which was the latest and looked at OP rather than the mod, hence the mistake. So yeah 1.2.1 doesn't work.

The really good thing about this mod is that adding new patches was drag and drop, you just put your flags in the right folder and you could use them rather than having to add them to the CFG.

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4 hours ago, EthanKerbman said:

Actually I meant 1.2.1, I just forgot which was the latest and looked at OP rather than the mod, hence the mistake. So yeah 1.2.1 doesn't work.

The really good thing about this mod is that adding new patches was drag and drop, you just put your flags in the right folder and you could use them rather than having to add them to the CFG.

Well, I'm pretty sure it's a fairly simple recompile, but I can't release even a compiled DLL because of the license.  You can, however, recompile it for yourself.

That being said, I've sent a message to the author, asking for the license to be changed so I can pick it up.

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