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PBTS

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Everything posted by PBTS

  1. Would it be possible to add the "lights on" toggle in the editor, so when you launch the ship it already has the lights on and you can save it this way? See stock MK3 cockpit for functionality. Also there's a switch that just says "toggle" in the editor, I have no idea what that does as it doesn't seem to do anything. Awesome mod btw and I can't wait for the new models, especially if they fit in the new MK3 cargobay doors.
  2. I actually got it to work. Please excuse my noobness as I'm not 100% familiar with github, etc. But I set up an IDE based on the KSP wiki instructions and made a couple quick changes: I changed line 1279 from: else if (p.Modules.Contains("ModuleEngines")) To: else if (p.Modules.Contains("ModuleEngines") || p.Modules.Contains("ModuleEnginesFX")) Then I replicated this block of code at 1283, only I replaced ModuleEngines with ModuleEnginesFX: if (pm is ModuleEngines && pm.isEnabled) { ModuleEngines me = (ModuleEngines)pm; //double amountforward = Vector3d.Dot(me.thrustTransform.rotation * me.thrust, forward); if (!me.flameout) { thrustmax += me.maxThrust; thrustmin += me.minThrust; } } In other words I copy and pasted, I did not replace. After compiling it, I successfully used it to send a vessel towards Duna using FTmN. Hope this helps.
  3. I'm having the same issue. Not sure if this helps, but Engineer Redux recently pushed out a update for compatibility with using ModuleEnginesFX like the FTmN series. http://kerbalspaceprogram.com/0-18-1-kerbal-engineer-redux-v0-5/ So I'm assuming the same has to be added here for protractor to work with FTmN.
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