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BudgetHedgehog

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Everything posted by BudgetHedgehog

  1. Toolbar 1.7.3 zip. EDIT: Copyright © 2013-2014, Maik Schreiber All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  2. Having looked at the source, it's basically just disabling unloading of crafts with this thing toggled - in essence, it's the same idea as FloorIt (if this button is pressed, then increase throttle to 100% = if part is enabled and over 2.5km away, then don't delete part). It's simple and elegant - any coder with half a brain could replicate the desired effect.
  3. I'm sorry, but I can't help you without more information such as exact reproduction steps and an output_log.txt file.
  4. Just put it in Gamedata, it doesn't need a folder unless you really want to give it one.
  5. Hmm.. how well would hideFlow = true do that? That's (part of) the fix for hiding the electrical charge on B9 engines to prevent that NaN bug.. but I don't know if it truly hides the resource as I don't use B9. Obviously, isTweakable would be False, NO_PUMP and transfer NONE would be there as well.
  6. Interesting idea.. but how would the Funds resource interact with the actual funds? Or are you thinking of adding a simple resource, that, as the part gets bigger, you get more of them which costs more? That's.. actually a pretty good idea!
  7. Hah, I get it.. DebRefund.. Debris-fund... clever.
  8. Waiting for this to be updated is as exciting for me as waiting for 0.24. Swear down.
  9. Are you sure about that? It links to one updated 20 hours ago, not 2. That and the red text says updated yesterday, not today.. I is confuzzled.
  10. Download Padishars Experimental Patch, linked in the KER OP. That has the updated dlls to work in 0.24, as well as a host of new goodies and fixes.
  11. Curse moderator #1: hey, isn't KSP 0.24 out today? Curse moderator #2: I think so yeah.. why? Curse moderator #1: well, I'm just thinking.. the modders are going to be updating all their mods Curse moderator #2: I don't follow.. Curse moderator #1: well, there'll be a lot of files that need verifying.. shouldn't we, you know.. verify them? Curse moderator #2: oh I see now.. meh, leave it for a few hours. This is why I hate Curse and much prefer mediafire/dropbox/github/personal hosting method of authors choice. Forget the ads, forget the bad history, it's the fact that the time when a mod author says it's on Curse is, to paraphrase H2G2, a recipriversexclusion, a number whose existence can only be defined as being anything other than itself. In other words, the given time of file availability is the one moment of time at which it is impossible that the file will be available.
  12. I got it working fine in x64, no problems to report. Though I think so debug options were left in TweakableEVA - DumpPart and DumpModule are available on the right click GUI for EVA Kerbals. Just an FYI, toady.
  13. Page to what? KSP 0.24? Or a version of KER that works in it? Because the latter is linked in the OP, under Padishars Experimental Patch..
  14. Oorrrrrr, we could have a working x64 KAS, but with parts that are free in the VAB and worthless in flight. That was one of the options and frankly, I don't mind that - there's only so much stuff you can fit in the box anyway.
  15. So it's a game limitation then? Hmm.. seems an odd one. I don't have any other mods that use the stock toolbar (so far) so I didn't know if this was ferrams choice or if it was just how things had to be. That, and I don't know how to word it - "make mod buttons on the toolbar available in map view"? EDIT: You make a good point, ferram. Guess I was just surprised to see it go, is all.
  16. I know that, yes - but to be honest, I kinda like it in the stock toolbar. Just wish it was available in map view too.
  17. Just wondering something, ferram.. why the switch to the stock toolbar? And is it an intentional move to disable the FAR button in map view, or a game limitation? Just curious, is all.
  18. There's no reason it won't be - they're just parts. However, the prices will more than likely be completely unbalanced.
  19. Well like.. are they fuel tanks? RCS tanks? Thrusters? Nuclear reactors? I see something above the battery that isn't stock, what's that? I see a command pod that isn't stock, care to share some details about that? What are these parts stats? What even are they? The wiki says you use stock models, but the blue glow says otherwise. You say they're late-game parts based on fusion - what parts? What do they do? Do they provide electric charge? Where are they unlocked in the tree? Do they need fuel? Is that fuel included?
  20. The thing is, are they cheaper than adding on a bunch of parachutes and a probe core? Not to mention that extra weight means extra fuel which means more money. It's entirely possible that it would cost more to be able to recover them than you would get back from recovering them, if you see what I mean. Basically, it might be uneconomical to do this. It should do, provided you don't switch back to them. Recovery from the Tracking Station would still work, I think. We'll just have to wait and see, I guess.
  21. I'd like options: Repeat every [X] days Repeat every [X] orbits Repeat every transfer window Repeat every [PE/AP] And that's all I cant think of right now.
  22. They look very nice, but what do they actually do?
  23. That can happen when the particle effect is missing, say by installing a mod that points to a file that doesn't exist. Best bet is to delete HotRockets and reinstall.
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