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JPLRepo

KSP2 Alumni
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Everything posted by JPLRepo

  1. Import them where? Into the game? You cannot import prefabs directly into the game. You have two choices. Create assetbundles and have KSP load them, but then you have to write some code to get them into the game as a mod. Create them as parts using the .mu part process. Then you will still need code to get them into the game.
  2. They are displayed in the PAW by type. In that they are processed by type in the order of fields, events/actions and then resources. With part level ones first, then partmodule for each group. There is no sorting, it's just the way the code picks up the attributes in that order via reflection.
  3. The external science functions do expect the vessel to be EVA and they do check Vessel.isEVA. This is a read only because it is simply returning if the value of Vessel.vesselType is VesselType.EVA. So you could trick it by setting that before calling the methods you need. I wouldn't permanently have it set, because that will probably cause issues with other functionality etc in the game. and yeah, you can't call ResetExperiment on a vessel that isn't the active vessel. That's the way it has been designed. That those things are only available on the active vessel. But you know, all you really want to do there in that case is dump the data. ModuleScienceExperiment.DumpData method (of course you'd have to GetData first). As for bypassing skill checks etc.. most of them check first if the game parameter KerbalExperienceEnabled is active or not and applying those checks if it is active. So you could disable that while you do your thing and then turn it back on ( look at HighLogic.CurrentGame.Parameters.CustomParams<GameParameters.AdvancedParams>().EnableKerbalExperience).
  4. There is no one field storing the value of the brakes key per-se. However, how it works is when the player hits the brakes key a KSPActionGroup is fired called KSPActionGroup.Brakes. The ModuleWheelBrakes implements this attribute on the method BrakeAction. Which turns wheel brakes on or off, and it's state is stored in ModuleWheelBrakes as public float brakeInput. So you are completely on the right track. If you want to do your own brake actions for your module you need to have the attribute as above and store your own status in your module.
  5. Because they aren't launched as two vessels. They are launched as one vessel. with one root part. When you undock it creates a second vessel for the part/s that are detached. But before you say, well how is that different. It's because the parts are already in the game world when that happens. The code that instantiates a vessel and it's parts and places it on the launchpad is not the same. It's not that it can't be done. I didn't say it can't be done. I said the code currently doesn't support it.
  6. SteamOS is a debian linux distribution. You need to supply log files of KSP trying to start up before anyone can begin to help you.
  7. I'm assuming this is on OSX given you mentioned safari. Can you submit a log from the game trying to startup. Otherwise no one is going to be able to help you. See this post for information on where and how to gather the log files and supply them.
  8. What they others said. Kaby Lake Intel CPU outperforms the Ryzen CPU for single thread specific workload. Such as games running heavy physics. (wonder which one that would be ) Further to that, you also have to realize the game is developed on a game engine architecture. That game engine is not optimized to different CPU architectures.
  9. No one can help you much without submitting a save file and a bug report. As this is for the prerelease you can raise it on the public prerelease bug tracker (and attach your save) https://forum.kerbalspaceprogram.com/index.php?/forum/95-131-pre-release-bug-tracker/
  10. Because Kerbals in external command seats are actually vessels. So you are asking it to launch two vessels that are attached to each other at the same time. The code does not support it currently.
  11. No. It's a prerelease. No intention of releasing an update to any of my mods for a prerelease version of the game.
  12. it's a Unity Finite State Machine. They are many in the game.
  13. The latest is for 1.3.0 There was a develop version for 1.2.2 - but it was not complete. Note it's requirement for version of Contract Configurator mod. Also, I don't support older versions. So use at your own risk. https://github.com/JPLRepo/ResearchBodies/releases/tag/V1.9.1-Develop
  14. oh good eyes. Hmm. Well without logs and reproduction steps I don't have the time to investigate unfortunately.
  15. I can see the arm of the chemcam, but that's about it. Your eyes are better than mine. And I'm not even sure what the problem is.
  16. Yeah. and RB does change the gloss/shininess. I have to find a few hours to tinker with these settings to fix... Just struggling with the 1.3.1 prerelease and all. It's on my list. Hopefully in the next week or so.
  17. Logs please as per OP. How did you install? TAC LS places resources into rescue vessels. so I don't understand how that is possible. Logs please as per OP. Right. Yeah I don't think TAC LS is respecting crossfeed for resources.
  18. It's a mission builder. Why not. I mean to say your Emiko plotline is a series of missions is it not?
  19. Nope. I'd be surprised if you do. Only if a mod is impacted by the changes, but that should be very minimal. And in most cases a recompile should not be necessary. As was stated over in the mods prerelease sub-forum and above by triggerau. We have tried to avoid changes to code sigs.
  20. Because: a) Localization requirements. b) Codes changes required for each. c) See a) and b)
  21. Pretty simple really. Looking at the code, yep. This mod is recreating protoVessel's which ends in instant sadness and tears.
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