linuxgurugamer

[1.5.1] Part Commander Continued - New Dependencies

Recommended Posts

Wasn't there another mod like this that had a cheat function that let you refill tanks and stuff? Does anyone remember what that mod was, or was that this mod?

Share this post


Link to post
Share on other sites
5 hours ago, killbotvii said:

Wasn't there another mod like this that had a cheat function that let you refill tanks and stuff? Does anyone remember what that mod was, or was that this mod?

I'm not remembering one that did it on a part-by-part basis. There's always hyperedit if you're in a bind (or the plain old alt-12 menu)

Share this post


Link to post
Share on other sites
19 hours ago, killbotvii said:

Wasn't there another mod like this that had a cheat function that let you refill tanks and stuff? Does anyone remember what that mod was, or was that this mod?

ShipManifest. No official update to 1.5.x yet though. 

 

Share this post


Link to post
Share on other sites

there is something really obvious I'm missing in this mod and it would be really nice if it can be added

you have symmetry mode to control all the symmetrical parts together but why don't you have grouping mode where you can control all instances of the same part together even if their not in symmetry?

Share this post


Link to post
Share on other sites
1 hour ago, alien_wind said:

there is something really obvious I'm missing in this mod and it would be really nice if it can be added

you have symmetry mode to control all the symmetrical parts together but why don't you have grouping mode where you can control all instances of the same part together even if their not in symmetry?

Because I didn't write this mod.  It may be a nice option, and if someone were to code it and submit it to me I'd most likely include it, but it's not as simple as it sounds.

Share this post


Link to post
Share on other sites
On 2/27/2019 at 2:36 PM, linuxgurugamer said:

Because I didn't write this mod.  It may be a nice option, and if someone were to code it and submit it to me I'd most likely include it, but it's not as simple as it sounds.

o I'm sorry I thought you we're activly developing it.

I would have happily go tinto the source code and try to add it in but 

a.I never wrote in c#

b.I don't have the slightest idea how all the dll and modules mods work in ksp

Share this post


Link to post
Share on other sites
1 hour ago, alien_wind said:

o I'm sorry I thought you we're activly developing it.

No problem.  I'm currently supporting over 175 mods, I can only work on one or two at a time.  I generally don't add new features to mods I adopt after the initial release

2 hours ago, alien_wind said:

a.I never wrote in c#

Ah, but if you have any experience in coding, that would be a big step forward

2 hours ago, alien_wind said:

b.I don't have the slightest idea how all the dll and modules mods work in ksp

Lots of people here will help if you ask questions

Share this post


Link to post
Share on other sites
This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.