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Alshain

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Everything posted by Alshain

  1. I don't think the wheels change the runway. I just loaded a stock craft.
  2. Well, it's fixed for me. You can see the divisions pretty clearly at the right time of day but there is no bump. It's hard to tell but your grass doesn't look right (SVT shores grass is a lot darker). Are you sure you installed correctly? Given the apparent position of the sun in your video, this screenshot was taken at approximately the same time of day.
  3. Well, it is really only for the texture but a side effect is that it unintentionally fixes this bug.
  4. Well, I personally hate the advanced tweakables. I think it is a good idea but a very bad implementation. Things that should be advanced aren't (such as landing gear sliders), things that shouldn't be advanced are (such as staging control on various parts). That's why I was forced to make the mod to flip it back and forth, the original idea was to modify the fields so they were better placed but I never could get it to work. I don't want my other mods to have anything to do with that poor implementation.
  5. I don't think that's why it is segmented, it was segmented for destructible buildings. The problem is the mesh isn't aligning right. SVT fixes the problem.
  6. But this game is nothing like Civ and it's very much like Salt on a basic exploration level.
  7. The sandcastle is a stock easter egg. One mod however (maybe it was toolbar) added a film crew to the Mun.
  8. @OddFunction Have you considered asking the author of that mod? Making a mod add a small feature to another mod is a bit strange unless that mod isn't being developed anymore.
  9. coral? I know they exist but those are special cases. Besides that, coral runways are still paved with asphalt or concrete. Grass would be a more logical 1st tier, but grass would actually need to have the properties of grass for that to be effective, which it doesn't.
  10. I'm not sure those are even the bumps he was talking about. There are 'disconnects' in the runway (and other terrain) in 1.2 that were not there before in 1.1. They affect all 3 tiers. They were reported in pre-release but did not get fixed.
  11. Seeds just result in everyone playing the same seed. Salt has a seeded world, but everyone just plays "default".
  12. Yes, it is. I know what is happening. Bulb's script adds itself to any part using ModuleLight, as part of Electric Lights I use a script to convert cockpits to using ModuleLight. However, the cockpits do not have an emissive (an actual shining light) that Bulb can interact with. The good news is I can correct this with some tweaks to the MM scripts, I just have to ensure that Bulb adds it's scripts before Electric Lights so that the cockpits aren't using ModuleLight until after Bulb's script has passed.
  13. Right click in steam Click Properties Click Set Launch Options Input the following "C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64.exe" -popupwindow %command% Adjust path as needed. You can then launch and hit play with either radio button selected.
  14. I'm still trying to figure out formatting though (specifically color). The community documentation say to use rich text but that doesn't work. https://kerbalspaceprogram.com/api/interface_i_module_info.html
  15. Well, I figured it out. For anybody that needs to know, you have to implement IModuleInfo. public string GetModuleTitle() { return "Title"; } public override string GetInfo() { return "Info"; } public Callback<Rect> GetDrawModulePanelCallback() { return null; } Produces:
  16. Does anyone have information on how to add new part statistics to the right click list in the editor. This is the right click in the parts GUI, not the tweakables. If you have a guide or some code examples that would be useful, thanks!
  17. @dtoxic Thanks for the report. Electric Lights 1.0.1 has be released. -Fixes Mk1 Command Pod -Updates flags. I also made a flag update to both ATB and Bulb.
  18. Feedback is fine here or there as long as I'm tagged so I don't miss it. Let me know how it goes! Oh, one known issue is the parts that use the color changer module do not show the electric charge required in the part's editor info screen. I don't yet know how to add such a thing.
  19. Electric Lights v1.0 has been released. Special thanks to @fourfa for the great idea.
  20. Ok, so the good news is I was able to quite easily extend ModuleColorChanger, the module that the rocket part lights uses. The bad news is I had hoped to also extend ModuleAnimateGeneric that the cockpits use so I could charge them more cleanly, but so far I haven't found a way to detect if the animation is on or off (though I can detect the transition or "moving" as it is called in the code). However, since the earlier patches I posted that convert it to ModuleLight seem to work ok you can just use that for now. I'm just hoping there isn't a side effect of that I'm not aware of. For ModuleColorChanger, I've written the rate, amount, and resource type in as public variables, so if there is another part using that module other than the cabin lights you could have it charge EC... or actually any resource... with a simple module manager patch and no change to the plugin. I will probably go ahead and package this up in the next day or two as time permits and push it out for you. I'll include the cockpit patches in the package as well. It will likely appear in my modlet thread you see in my signature.
  21. Thanks. This forum software doesn't like to play nice with multiple links like that.
  22. Bulb v1.3.1 Released -Fixes an issue where light color would reset on scene change. Thanks @PaganoCristo
  23. Ok, well it looks like the other lights aren't going to work this way. They use a module that actually changes the color of the 'glass' rather than using a model with a built-in animation. A plugin is going to have to extend that color changing module in order to add a resource drain to it. I'll take a look at making that plugin tomorrow. I don't think it will be too difficult.
  24. Ok, well this is turning out to be more difficult than I thought. Squad is nothing if not consistently inconsistent so the plane parts use a different module for the lights than the rocket parts. These patches seem to work with the plane parts, I have to do some testing on the others. I couldn't find a real good way to condense these into a single patch without running the risk of messing up a modded part so I opted to just keep them as separate patches. // Add electric resource consumption to cockpit lights // Author: Alshain @PART[Mark1Cockpit] { @MODULE[ModuleAnimateGeneric] { @name = ModuleLight %useAnimationDim = true %lightBrightenSpeed = 2.5 %lightDimSpeed = 2.5 %resourceAmount = 0.01 %useResources = true } } @PART[Mark2Cockpit] { @MODULE[ModuleAnimateGeneric] { @name = ModuleLight %useAnimationDim = true %lightBrightenSpeed = 2.5 %lightDimSpeed = 2.5 %resourceAmount = 0.01 %useResources = true } } @PART[MK1CrewCabin] { @MODULE[ModuleAnimateGeneric] { @name = ModuleLight %useAnimationDim = true %lightBrightenSpeed = 2.5 %lightDimSpeed = 2.5 %resourceAmount = 0.01 %useResources = true } } @PART[mk2Cockpit_Standard] { @MODULE[ModuleAnimateGeneric] { @name = ModuleLight %useAnimationDim = true %lightBrightenSpeed = 2.5 %lightDimSpeed = 2.5 %resourceAmount = 0.01 %useResources = true } } @PART[mk2Cockpit_Inline] { @MODULE[ModuleAnimateGeneric] { @name = ModuleLight %useAnimationDim = true %lightBrightenSpeed = 2.5 %lightDimSpeed = 2.5 %resourceAmount = 0.01 %useResources = true } } @PART[mk2CrewCabin] { @MODULE[ModuleAnimateGeneric] { @name = ModuleLight %useAnimationDim = true %lightBrightenSpeed = 2.5 %lightDimSpeed = 2.5 %resourceAmount = 0.01 %useResources = true } } @PART[mk3Cockpit_Shuttle] { @MODULE[ModuleAnimateGeneric] { @name = ModuleLight %useAnimationDim = true %lightBrightenSpeed = 2.5 %lightDimSpeed = 2.5 %resourceAmount = 0.01 %useResources = true } } @PART[mk3CrewCabin] { @MODULE[ModuleAnimateGeneric] { @name = ModuleLight %useAnimationDim = true %lightBrightenSpeed = 2.5 %lightDimSpeed = 2.5 %resourceAmount = 0.01 %useResources = true } }
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