JoePatrick1
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Everything posted by JoePatrick1
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I am trying display a list of parts but when I try to use Part.partName it just says "Part" for all of them. Here is what I have using System; using System.Collections.Generic; using UnityEngine; using KSP; namespace AutoAbortSystem { public class ModuleAAS : PartModule { List<ModuleAAS> AASmodules = new List<ModuleAAS>(); List<Part> parts = new List<Part>(); public void Start() { } public void Update() { parts.Clear(); AASmodules.Clear(); foreach(Part part in FlightGlobals.ActiveVessel.parts) { parts.Add(part); if (part.gameObject.GetComponent<ModuleAAS>()) AASmodules.Add(part.GetComponent<ModuleAAS>()); } } public void OnGUI() { if(this == AASmodules.ToArray()[0]) GUILayout.Window(616173, new Rect(100,100,350,800), window, "Automatic Abort System", HighLogic.Skin.window); } public void window(int windowID) { foreach (Part part in parts) { if (part != this.part) GUILayout.Label(part.partName); else GUILayout.Label(part.partName + " (active)"); } } public void OnDestroy() { AASmodules.Remove(this); } } } Am I doing something wrong or is this a bug?
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I am trying display a list of parts but when I try to use Part.partName it just says "Part" for all of them. Here is what I have using System; using System.Collections.Generic; using UnityEngine; using KSP; namespace AutoAbortSystem { public class ModuleAAS : PartModule { List<ModuleAAS> AASmodules = new List<ModuleAAS>(); List<Part> parts = new List<Part>(); public void Start() { } public void Update() { parts.Clear(); AASmodules.Clear(); foreach(Part part in FlightGlobals.ActiveVessel.parts) { parts.Add(part); if (part.gameObject.GetComponent<ModuleAAS>()) AASmodules.Add(part.GetComponent<ModuleAAS>()); } } public void OnGUI() { if(this == AASmodules.ToArray()[0]) GUILayout.Window(616173, new Rect(100,100,350,800), window, "Automatic Abort System", HighLogic.Skin.window); } public void window(int windowID) { foreach (Part part in parts) { if (part != this.part) GUILayout.Label(part.partName); else GUILayout.Label(part.partName + " (active)"); } } public void OnDestroy() { AASmodules.Remove(this); } } } Am I doing something wrong or is this a bug?
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Kerbal Chroma Released for KSP 1.1.3 Changelog -Name change from 'Kerbal Greenscreen' to 'Kerbal Chroma' -Added Chroma Vessels -Added Chroma Kerbals -Different Chroma colours can be set for Screen, Vessels & Kerbals -Screen distance option moved into screen settings window -Open settings key changed from 'LeftAlt + Backslash(\)' to 'Alt + Forward Slash(/)'
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[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
This is the plan eventually. I wanted to get v0.4.0 out before I went away though which was why it was left out for the time being No problem, editing the save file is the better method anyway as then it remains compatible with future updates -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
Old versions of KerBalloons are incompatible with v0.4.0 without a little .cfg editing. When I added different planet balloons, I had to change the names as otherwise I would have several with the same name (as there is a 1.25m Standard Balloon for each planet) which cause a lot of problems and is definitely not something you should have. If you want to fix it, the simplest solution would be to open the Kerbin 1.25m Standard config file (KerBalloons>Parts>KerbinBalloons>standard125.cfg) and change the 'name = kerbin125BalloonS' line to 'name = 125BalloonS' Just make sure you don't change any other balloons to this name as well. -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
v0.4.1 Released for KSP 1.1.3 Changelog -Removed extra .dll in source folder which caused the plugin to load twice and therefore create two KerBalloons categories in VAB/SPH This version of KerBalloons is also available to download from CKAN -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
Just got home a few hours ago, will release an update later today fixing the multiple dlls -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
Oh right. I probably should have removed that. I can't do it before I get home in ~2 weeks. I'll make a note on the post to let people know. Thanks -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
Hmm, that is strange. Have you tried on a clean install as I wasn't getting this? -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
Could I get a screenshot? -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
Thanks 1) You should only have one category. Ensure you are using 1.1.3 and have only one copy of the KerBalloons folder in GameData 2) I hope to do something like this for the next update but I was time constrained for this one. I wanted to get it out before I go away (in less than an hour from now) -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
v0.4.0 Released for KSP 1.1.3 Changelog -Added 36 new balloons for Eve, Duna & Laythe -Added KerBalloons part category in VAB/SPH -Kerbals can now repack deflated (but not burst) balloons -All new models/textures for all KerBalloons parts -Probe cores removed from balloons -Fixed bug where moving horizontally could cause the balloon to lose lift -Fixed bug where balloons that had been inflated didn't load properly after quickloading/loading flight after returning to space centre -Various bugs fixed in lift calculations -Max payload is now stated in the part info as the max payload at max pressure. eg. 'Max Payload (Kerbin): 10t (at 105kPa)' -Ships including parts with older versions of KerBalloons are not compatible with KerBalloons v0.4.0 -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
About half of the balloons have been fully tested so far. On track for release tomorrow. Bonus pic of balloon assisted Duna return mission -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
And Eve... -
The Grand "Imgur albums/links are broken" thread.
JoePatrick1 replied to Bloojay's topic in Kerbal Network
The icon has dissapeared and [IMGUR]albumID[/IMGUR] doesn't work either? -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
Duna Balloons currently in testing! -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
The balloons already maintain a vertical speed, 'hover' will be coming in a a future update - probably v0.4.1/v0.4.2 -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
In order to get the update out this Friday before I go away, the parachute balloons are going to have to wait until v0.4.1 (or v0.4.2 if v0.4.1 is a hotfix) All the new balloons for Duna, Eve and Laythe are now added. Including Kerbin balloons there are now 48 different balloons. (4 planets, 4 sizes per planet, 3 variations per size. 4x4x3 = 48) I will be spending the next few days testing and balancing each and everyone of them and then the update should be out. Here is a screenshot of some of the balloons (with the new models and textures) and below is a video demonstrating the repack option for deflated (but not burst) balloons. -
How do I use MODEL to load a texture for a part?
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
ok, that's a shame. There is no reason why I can't just put all the parts in the same folder - I just like to have things organised -
How do I use MODEL to load a texture for a part?
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
Just tried that and using that .dds file gave me the same issue as .mbm and .png (not loading) so I guess the other .dds I was using had something wrong with it as it loaded the game like when no file is there. Have absolutely no idea why the game doesn't load though.