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Everything posted by SirDargon
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Update: I have a completed plugin. It works, but I'm not happy with the lack of control you have with the data. You tell it to collect and it collects, but which data 1st? Random, largest 1st, smallest 1st. etc? When this mod had infinite capacity, order wasn't an issue. What if you want to transfer a specific ScienceData from one drive to the other? You have no control.... Currently, I have no parts except for the test part right now, and I don't plan on actually adding any real parts until I'm happy with it...
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Via KAS, yeah that was another one I was think of.
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That's exactly what I was referring to. For the 1st version, there would only be a semi bulky part (like a cube) and inefficient (and I'm thinking of making its storage volatile), then v2 there would be more cylindrical ones that fits better and would be more efficient, then V3 would be a slimmer cylindrical part (closer to the size of the ASAS parts), and a radial mountable part. V4 would be much very slim cylindrical part, a smaller and very aerodynamic radial mount, and a probe core. Each part would be resizable via TS.
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Hmmm... That does sound nice... I'll really look into it cuz that'll help remove the need for me to make a size for every version of the hard drive... as I was look at a possibly more efficient drive either every or every other science tier.
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Hmmm... Interesting.... Not sure if I really wanna do that as that would (I presume) break balance with this PartModule. But I'll look more into it once I've got the basic mod released.
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The OP has been changed to reflect that it does work in .90. You are able to transfer ANY science to the containers because you can manually collect everything by hand anyways if you wanted to take the time. This mod is made to remove that tedious task, but at a cost of other resources (in this case, ElectricCharge and time). I personally hadn't put anything in to make it work with tweakscale (don't even know what I would need to do if anything tbh). I'll look into CKAN and AVC once I have something working. Last time I actually updated this, CKAN and AVC weren't really a thing (honestly, I had to just look them up as I had no idea what they were, lol).
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Is there a way to disable a KSPAction?
SirDargon replied to SirDargon's topic in KSP1 C# Plugin Development Help and Support
Thank you. I came to the same thought after looking at how I did that with KSPFields and I am about to test it out. -
Refresh Part menu to show new KSPField
SirDargon replied to Diazo's topic in KSP1 C# Plugin Development Help and Support
I would love to know if you find a way to get this to work as I'm having the same problem! -
I have a PartModule that has certain features available depending on how the user configures the part in the editor. I was wondering if there was a way to disable a KSPAction if the user doesn't enable a specific feature on the part. As it stands right now, I just have the KSPAction not do anything if the feature wasn't enabled, but I'd much rather hide it so that a user won't be confused on why the Action doesn't work.
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Give Science Containers 0.7.1 a test run in .90. It should still work, I just have been so busy doing this mod that I haven't been able to officially test it. I just wanna make sure what I release is real quality, not halfassed.
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Bah, I said I was done with the plugin, then I think of 2 must haves for this mod (The ability to cancel data transfer and the ability to transfer data from specific containers) that my current code doesn't easily allow me to add..... Soooo, this will still take a bit longer >.< I'm sorry if I got ya'll excited about it being released soon :/.
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Ok, so I have the plugin for this mod done, now I just need to get models made and then make the configs for each of the parts. This is going to be the most time consuming part as I'm learning blender as I go about doing this.
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Thank you for letting me know. I know I personally hadn't had anything like that happen when using my mod. But then again, we probably aren't using the exact same mods, so there may be a incompatibility with some mods. And for all we know, it may have been because of my other mod that was integrated into Science Containers, because that mod was doing some real shady stuff to get what I wanted done.
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Soooooooo, who wants a sneak peek at the rework of my mod??? ScienceHardDrives Test Build WARNING! This hasn't been fully tested yet! Use at your own risk! It includes only 1 test part, but in the readme is how to edit its properties. If you find a bug, please let me know! Also, for those of you who have gotten far in the solar system, can I get some info on the average amount of science you bring back to Kerbin, along with the size of said science (in Mits)? I wanna make sure I can create a decent amount of parts that'll scale into late game, and what I bring isn't always what others bring.
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That (should be) done by KSP itself as you can have multiple copies of the same experiment and they each would report the same amount when viewed, but when collected back at KSC, it should take into account diminishing returns. I'll take a look into that as well.
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I wanted the ability to put multiple copies of the same experiment into the containers, but I will be adding a capacity to the containers that will limit the amount of data that can be stored in the container, based on the size of the data (in Mits).
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That's something I'm going to look into if I can't find anyone willing to help by the time I rewrite this mod. I will defiantly look into that for the next release. It may have something to do with my other mod that this is currently dependent on, but that dependency is going to be removed for the KSP .90 release.
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Glad you like the mod. That was one of the reasons I wanted something like this so bad. So, I've been messing with blender now and I'm relearning why I gave up 3d animation when I was in high school. Simply put, I suck at it. Like every step of it. I spent all day to get one part working, a radial harddrive. It looks ok, but I didn't need much detail as it was so small. But I fear I may start having problems with the other parts. So, if anyone is interested in helping to make parts for this, please let me know!
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Ok, so KSP .90 is coming out soon, so I figured this would be a good time to make my comeback. What size/shape containers would ya'll like to have? I'm going to start dabbing with blender to try to make these myself, so wish me luck. Currently looking at making: 1.25m cylinder .625m cylinder 2.5m cylinder .625m probe core 1.25-2.5m adapter Radial mount drive Also, since no one really seemed interested in my other mod that this relies on, I'm going to be removing the dependency to it. I'll take a look into this as well.
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I'm so sorry I haven't been around to work on this recently. I'm in my last year of college and taking my capstone. I've got very little time to work on anything not pertaining to school or work. My winter break is coming up, so I'm hoping I'll get some time to work on this a little bit more (though I'm pretty sure my job will take up most of my time still). I do thank everyone for sticking with this mod of mine. Do continue to let me know if ya'll find any bugs. I'll for sure keep this up to date as it is, but any more additions will take a while to happen sadly.
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Recompiled for KSP .25! Let me know if you find anything wrong with it!
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I haven't abandoned ya'll! I've just been very busy with college and work. I haven't played in a while either. I didn't know .25 was out. I hadn't had any posts about anything broken so hadn't had the real need to update anything. Tomorrow I'll take a look at updating it for ya'll!
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Updated to v.07.1 Fixed Action group actions for Auto-collecting Containers Science is now recoverable in containers Fixed Lab boost showing with now lab on vessel