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Everything posted by MrWizerd
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Help with adding toolbar to protractor
MrWizerd replied to MrWizerd's topic in KSP1 C# Plugin Development Help and Support
Ah, well I didn't know that was a possibility. I had hoped I could get the actual author of the mod to put it in, but he has not responded so, trying to take it on my self. I fear at this point I have more than completely borked the code... I think I may just have to spend a couple of weeks actually learning how to code in c# all together... I understand some of it, I have a descent background in basic, and html, and I have been able to do small things in php, mostly just edits, and I have SOME c+ experience but not much and ALL of it is years old, so I am basically getting on a whole separate animal and trying to reteach this old dog new tricks. -
LLL - Lack Luster Labs - Development Thread
MrWizerd replied to Lack's topic in KSP1 Mod Development
I will get the engines, everything else I have. . . I have a long radial coupler that could work for wings from liftoff, then ditch them once in orbit, just a thought I will see if I can locate the part pack. -
I hope that I can find help here, I don't know much about programming though I am trying to learn and I figured I would try to put the Toolbar functionality into the Protractor module. and I am positive I have borked things pretty bad. When I run debug it pops one error message about class ProtractorButtton : MonoBehavior regaurding the MonoBehavior... I created a fork at https://github.com/mrwizerd/protractor My first goal was to get toolbar in and working, then figure out how to remove the old toolbutton. Any help would be appreciated. I am not sure if it will find other problems, but if I can figure out how to get it in then how to get the rest out... I am a total noob though so I don't know if I will be successful. I hope this is not the wrong place, as I already have posted elsewhere and was redirected here. Thanks in advance for all the help!
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Well, unfortunately, I was unsure as to were to go. I had hoped, that I could get help here to add toolbar to this mod. Unfortunately the creator of the mod was not available to help so I figured I would try on my own. I don't wish to be rude, nor offend anyone I am just at a loss. The documentation that is available, shows that this is how to add the toolbar to a mod with instructions to add the line with monobehavior and though I doubt it was my only mistake, it was the only thing that Visual Studio complained about when I debugged. Anyways, I will seek help elsewhere, sorry for the inconvenience.
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Hello all, I want to start by saying I am a complete NOOB at this, that includes C#... I have been trying to add toolbar to the protractor module and I am positive I have borked things pretty bad. When I run debug it pops one error message about class ProtractorButtton : MonoBehavior regaurding the MonoBehavior... I created a fork at https://github.com/mrwizerd/protractor My first goal was to get toolbar in and working, then figure out how to remove the old toolbutton. Any help would be appreciated. I am not sure if it will find other problems, but if I can figure out how to get it in then how to get the rest out... I am a total noob though so I don't know if I will be successful.
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OMG It works so well were do I send the Beer Money?!!?!? CHEERS! p.s. I am very serious!
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OH! Yeah put that on there!!!! But put it on the ridge above and below the bracket that holds the spinning parts!!! That way they have to get closer to read it thus WHACK-A-KERBIN!!!! LOL~! Also, maybe a like orange glow, like a low grade engine in it to melt the metal down.... maybe instead of tons of electricity it can use liquid fuel and oxidizer to fire the heating chamber, and a little power for the motor to rotate... I think that would add to the realism possibly? I have ideas, but can't model I have to live vicariously!
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LLL - Lack Luster Labs - Development Thread
MrWizerd replied to Lack's topic in KSP1 Mod Development
Can you post the CRAFT file? When I use the 2-1 double tanks I stack them back and forth like bricks giving me three spots to put the engines. I have not tried to stack them on there own. I would like to try to see how it works on my game if possible. -
LLL - Lack Luster Labs - Development Thread
MrWizerd replied to Lack's topic in KSP1 Mod Development
I had to brighten it up because it was really dark. Unfortunately its done with imgur, quickly so its pretty ugly HAAHA -
That is a really cool part! I would love to see that, I invision it with these Yellow and black hazard stripes painted on the moving parts to warn the stupider Kerbin to stay back! Also I LOVE animated parts they give so much character to the game, I have been trying to learn to model but I just cant get blender to work with me, I hate the inteface i am better with sketchup, maybe i will try there.
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LLL - Lack Luster Labs - Development Thread
MrWizerd replied to Lack's topic in KSP1 Mod Development
I have been extensivly testing the beta version, and so far I have had pretty descent luck with it. I launched this without the cargo, I had to brighten it as I was in a Munar Eclipse at the time so that the vessel is easier to see. I used the 2x1 doubles and stacked them like bricks to add strength to the engine pods, but it launched from ksp. That said I have not attempted to launch a 4x2 yet, just build rovers so far and they are interesting, and neat looking. But no real stress test yet. -
OMG if this works, I will need to know were to send beer monies to!
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[0.23] ActionGroupManager (AGM) 1.3.2.0 (29/01/2014) : bugfixes
MrWizerd replied to SirJulio's topic in KSP1 Mod Releases
Thanks for letting me know Smooth sailing in the sea of stars... -
LLL - Lack Luster Labs - Development Thread
MrWizerd replied to Lack's topic in KSP1 Mod Development
I am able to download with Chrome without any trouble -
[0.23] ActionGroupManager (AGM) 1.3.2.0 (29/01/2014) : bugfixes
MrWizerd replied to SirJulio's topic in KSP1 Mod Releases
does this mod function in 23.5? -
I am looking at the cfg file now, it seems mostly correct as far as I can tell, but just so I fully understand your intent is to add... KAS Module storage for each pod at a rate of 20 per Kerbal it holds, Add a omnidirectional antenna to all pods with a range of 1mm Change Electrical resource consumption, Electrical resource ammounts Nearly Remove sas torque If that is the jist, then I believe you have it, however, I am curious about the balance reasons of adding a 1mm omnidirectional antennae to all pods, with a very low consumption it seems a little op. I can understand not wanting to add the antennae, but boosting its range significantly I am curious about. Are you using the real system size mod thus requiring a balanced distance in that respect? I apologize if I missed it... been a long day.
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Hello all, I want to start by saying I am a complete NOOB at this, that includes C#... I have been trying to add toolbar to the protractor module and I am positive I have borked things pretty bad. When I run debug it pops one error message about class ProtractorButtton : MonoBehavior regaurding the MonoBehavior... I created a fork at https://github.com/mrwizerd/protractor My first goal was to get toolbar in and working, then figure out how to remove the old toolbutton. Any help would be appreciated.
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LLL - Lack Luster Labs - Development Thread
MrWizerd replied to Lack's topic in KSP1 Mod Development
BOSSS!!!!!!!! Thanks Lack! -
Hey ChefCrunchyRoll, not to bug ya about it too much, but is there any way you would be willing to release the CRAFT files for the main buildings and the crane?! I would like to see them close up and see how I may make my own in a similar but different fashion, and possibly rip off the Crane wholesale!
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LLL - Lack Luster Labs - Development Thread
MrWizerd replied to Lack's topic in KSP1 Mod Development
I couldn't bloody help myself... LOL! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
MrWizerd replied to sirkut's topic in KSP1 Mod Releases
Here Here! I need to stop playing so much and learn C# so I can contribute more. -
I like this idea, the others are good to, but just generating waste seems wrong, as metal can be refabbed, but the worry that 5thHorseman brought up could be solved possibly by having it shunt to the recycling bin or metal can, instead of another container? so instead of creating a new resource "scrap metal" we just have it create metal... that make sense? As for having a flat place to build a proper base, it would be cool if there was a way to edit the terrain, or to be able to "sink" construction blocks into the terrain (basically turn off clipping and shove it in) this way we could build smaller spots that would work, AND this way you could also make the base undrillable if thats a word, so the "drilling rigs" have to be put over a hole in the base platform. I don't know if any of that is WAY more ambitious than KSP allows ... or Unity for that matter, but I am trying to learn C# so I know the answers to these questions and more.