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trnt

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Everything posted by trnt

  1. How can I use the suffix "ControlFrom"? none of these work for me: //The root part of my ship was Mk2 Landercan. print ship:rootpart:controlfrom. // It show me error : "Operation is not valid due to the current state of the object." set ship:rootpart:controlfrom to true. //Error : "Set suffix 'controlfrom' not found on Object Part(Mk2LanderCabin ~~~~~~~~~~~ print partslist[14]:controlfrom. // partslist[14] was a docking port and it prints same error as above. set partslist[14]:controlfrom to true. // same error as above. Obviously all other suffixes of "part" works fine. I found no changelog about it and I think the code I wrote is not that different from the example on this page...
  2. Thanks for reply and after compiling new version myself from source code, I redefined "swap" like this: function Swap { declare parameter swaplist. declare local temp to 0. set temp to swaplist[0]. set swaplist[0] to swaplist[1]. set swaplist[1] to temp. } Is this right? If so, It seems it doesn't work too. I called function like : set a to 1. set b to 2. print a. // it of course prints 1. swap(list(a,). print a. // This command should print 2, but unfortunately it prints 1. set x to list(a, . print x[0]. // it prints 1. swap(x). print x[0]. // finally it prints 2. Maybe the function only changed the list "list(a,b)". I mean, what were swapped are list(a,[0] and list(a,[1], so now it became list(b, a), which soon disappears. Not a and b. I think I should give it up now.. It seems to be impossible yet.
  3. Yes I know that but.. What I want to know is, how to make it INTO function of kOS. For example, Let's define function Swap like this: Function swap { declare parameter alpha. declare parameter beta. declare local temp to 0. set temp to alpha. set alpha to beta. set beta to temp. } and call it like this: set a to 1. set b to 2. swap(a, . print a. Then the result I wish is 2, but actually it prints 1, because changing values in function does not effect the original variable. Of course, I can make it done using alternative way, like what you said, but I think kOS coding will be much easier if I can make it..
  4. Sorry for stupid question, but is there any way to make functions like 'swap two values'? For example I want to make something like this: If ap < pe swap(ap, pe). But because of this rue I don't know how to make function swap(a, ..
  5. Maybe because all power is being used by other ships? Try turning all other transceiver off except for one on Laythe's surface. Or power decrease through atmosphere can be reason.
  6. Finally! I've been waiting for this mod and procedural parts mod to be updated because of my 0.23.5 project... Thanks so much. I'll go and test it right now.
  7. Ah, I forgot to put in video what happens if I grab things using Lock Delta Physics option with 1/1x time. As I'm not an English-speaker, I cannot tell why exactly (I tried but cannot find appropriate words), but it just explodes. Same comment's on youtube video.
  8. No, I think there's no bug in 0.24. I tested if it works well in 0.24 64bit when it was updated.
  9. Not working with 64-bit, RC 1.2.2.2 too.
  10. I think I found how to disable grabbing force, or explosion, but it's not a good solution. http://youtu.be/wY7TSJtg_LA The mod used in this video is "Time Control". Slowing down everytime grabbing things is a nuisance, but if you have to use KAS right now, this would help a little.
  11. Are they incompatible? I saw some people creating asteroid groups around new stars with Custom Asteroids like him:
  12. Hard to understand the sentence. It sounds like "Hey, my mission is ruined because you didn't fix KAS quickly. Fix the mod right now." If you want it to work, do it yourself, or just wait quietly.
  13. Thanks for quick bugfix! I've been testing 1.2.2.2, and it seems there's no symmetry bug, no revert/load bug, and no new bug found(at least in my test).
  14. I have same bug too. I removed all 1.2.1 files and put 1.2.2 files, but this happened.
  15. Awesome! I'm using PFCE and Interstellar to make other systems, but PFCE's star was not that good(no light, no solar panel, etc) and mod author's gone.. Now I have this mod! Also, I'm looking forward to planet creating feature! (Even I know it will take long time) Anyway, here's a minor imcompatibility report: I'm running KSP 0.23.5, and this mod seems to be compatible with 0.23.5. But It seems it's not compatible with Real Solar System. If I put RSS and this mod together, the gravity of Kerbin seems to disappear(all objects in orbit go straight), and new-launched vehicles are not spawned on launchpad but on somewhere in space (everytime I launch, spawning area differs) with light speed. RSS 0.24 is not released so it's not certain if it will be incompatible in 0.24 version too... so I wish you to take a look at this problem only if you're not busy. (I'm not an English speaker, so ignore grammar please)
  16. So, why is this required? If "without users' notification" is the problem, just notifying people is enough, not giving a new mod to disable Modstatistics, because there already is option to disable Modstatistic. If don't want to send some information, we can turn it off with cfg file. If don't know how to open cfg file, we can ask online (even seaching "how to open cfg files" on google gives answer). If just hate Modstatistic ITSELF, or cannot trust disabling option, we can remove all mods that contain Modstatistics. Is there anything I know incorrectly?
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