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Ippo

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Everything posted by Ippo

  1. So much this. I'll say it again at the cost of being annoying: we really need a popup at the first installation.
  2. I have 3 mods for download: you will notice I'm not including this in any of them. I won't comment on the rest because I honestly don't understand your post.
  3. Also, please keep in my mind that by not opting out you are effectively helping the authors of the mods you like. When Majiir will get the stats site running again, when I'll look for a job I'll be able to say "look, the mod I coded has X active users this month", which isn't bad for a resume.
  4. May I suggest you host your mods on kerbalstuff too? It would automatically notify your followers by email.
  5. It's a little too aggressive and flashy for my style, I'll stick to my current signature (I think it will do just fine nontheless )
  6. I think that the real problem is modeling the effects on the ship, not the wind itself. The simple way is to add an horizontal force to the CoM of the ship and we are good, but this wouldn't be really realistic (especially in FAR).
  7. Apparently, not: there has been some change in the API and it doesn't even recompile out of the box. I'll need to investigate into what has changed, but I'm really tied up in RL atm :/
  8. I'm sorry but there is a minor screw up in the Alpha 3 build I uploaded yesterday. I accidentally published the debug build: the difference is minor, but the resource definition for spare parts was incomplete: in the debug build they aren't expensive and heavy enough. As with Alpha 2, manual failures are still enabled for testing / roleplaying.
  9. Actually, if you look under the hood it's actually using FAR
  10. I had no idea they had released it I'll check it out and report back asap. EDIT: just checked and yes, as far as my mod is concerned, they are exactly the same. However, I will probably do an exception for FAR and make it compatible very soon. I had said mod compatibility would have been last, but I have a friend who keeps annoying me and wants FAR compatibility very soon. I don't think you will complain, will you?
  11. It only transmits a small log when you close the game, so you shouldn't have any problems.
  12. Mod updated for 0.24 Big changes in the form of EVA inspections and preemptive maintenance. However, KSP 0.24 doesn't give any obvious way to edit the recovery value of a part: it will come ASAP, promise.
  13. Could you please detail Majiir's hack? Brb, trying your solution right now.
  14. Did somebody figure out already how to edit the recovery value of a part or a vessel? If you try to change the part's cost in the partInfo the cost is changed for every present and future instance of the part apparently -.-
  15. I agree completely. Knowing what features are considered would be absolutely great, even without knowing when. We just need a list, not a detailed roadmap.
  16. This. I'm interested but I suspect it will be too far from me. I'm still interested though, I will contribute to a kickstarter and I *might* be able to help with the programming. I'll monitor the thread and let you know if I see something I can do.
  17. Are you sure about that? Because many mods add more than 3 resources. What bug are you having exactly? Also, in C# everything is always a reference type, that's why the above code works (it creates a reference to the resource in the part).
  18. That's not the point: radiation exposure is (imo) something that should be taken care of by a life support mod since it pertains to the physical health of the kerbonauts, while this project wants to deal with psychological health.
  19. You can just search them once and use them later: // pseudo code PartResource oxy; PartResource fuel; void OnStart() { this.oxy = this.part.Resources["Oxidizer"]; this.fuel = this.part.Resources["LiquidFuel"]; } void Update() { this.oxy = // ... this.fuel = // ... }
  20. That would be more pertaining to life support mods though.
  21. Well, actually I see translations happen a lot in the Skyrim community, and afaik there haven't been any problems: basically they are just like any other mod, and yet you don't see modders hide plugs for other games. If the game supported localization they could just leave the translations to the modding community without endorsing them. I'd really like to have a polandball space program translation.
  22. Oh, I saw it on curse (I had only looked on github). DangIt will support it as soon as 0.24 is out Last thing: <ad> Would you consider uploading also to kerbalstuff? </ad>
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