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Noro

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    Bottle Rocketeer

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  1. Painted this one recently.
  2. Oh, I did exactly this(mod to unlock tech tree via testing contracts) after 0.24 was released. But after almost all work was done and mod was 90% ready(all that left is to completely fill techtree config that I implemented) I testplayed it one last time and decided that it came out really awkward and didn't add much fun to gameplay. So I never released it. There were no ways to control tech tree in some comfortable way, only dirty hacks that could break any moment. I really hope there will be better solution in 1.0
  3. And next there'll be kerbal mages and kerbal druids, able to cast spell making pods to fly witout fuel and engines. How about NO.
  4. @Diazo: Nope, [KSPField] is definetely not the thing I want. It's for part plugins mainly and it just save attributes by itself. I have fully functional save/load functionality in my plugin already. What I want, is a way to create instance of the plugin's class that will live through entire game session, without destroying it and recreating in every scene change. But it seems impossible with the way KSP manages plugins currently. Sign, I guess I just have to save and recreate entire data structure on save/load(and that's gonna be a lot complicated data ).
  5. Hello, I have a question about ScenarioModule. Is it possible to instantiate a class based on ScenarioModule? I tried it may ways around and it still gets destroyed every time the scene changes I'm using construction like: [KSPScenario(ScenarioCreationOptions.AddToNewCareerGames, new GameScenes[] { GameScenes.FLIGHT, GameScenes.SPACECENTER, GameScenes.SPH, GameScenes.EDITOR })] public partial class MyClass : ScenarioModule I even use DontDestroyOnLoad(this) in my OnAwake() method but I still get all static class data wiped at the scene change. So is it possible at all to get an instance of the ScenarioModule based plugin? Or I should rewrite all that I have to KSPAddon format? I started to use ScenarioModule since it have easy save/load functionality but I didn't think it wouldn't be able to save static data between scenes
  6. Nope, the target was set by default to 4.5, and I didn't bother to change it since the plugin tutorial page instructing to set it on "3.5 or above". Anyway it solved problem, thank you very much!
  7. Hello, Can anyone please help me with this problem: I'm trying to make my first mod and at one point I need to add my custom filter in the editor. I'm trying it like this: grayed_part_filter = new EditorPartListFilter("myUnpurchasedParts", new Func<AvailablePart, bool>(myPartAvailable), string.Empty); EditorPartList.Instance.GreyoutFilters.AddFilter(grayed_part_filter); It's compiling all right, but when my plugin starting with this code, I'm getting an error: TypeLoadException: Could not load type 'System.Func`2' from assembly 'mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'. I've looked all over the Internets already, everybody say that this is a .NET version mismatch error, and that it occurs at compile time. But I don't get any errors when I compile plugin! I get it only at the execution time. I've tried many variants already and out of versions what can be wrong. Maybe someone stumbled already on the similar error and know what could be causing it? Please help.
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