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Everything posted by blowfish
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
Well, looking at your previous log there were definitely some things installed incorrectly, so a fresh install is probably a good idea anyway. The dialogue will tell you the names of the parts that are missing, so you can usually infer what mod you forgot based on that,- 4,460 replies
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You can upload to Dropbox or Google Drive, share, and post the link. That's the usual strategy.
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It's slightly different because the RS-25 uses LH2 rather than LiquidFuel, but once you account for the much lower density and slow boiloff I'd say the balance is reasonable compared to stock.
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
Welcome to the forums! It looks fine to me so please read "how to get support" in my signature. If none of the troubleshooting steps in there help, it will tell you how to upload your logs - if I can inspect those I can probably see what's wrong on your end.- 4,460 replies
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The changes between 2.6.24 and 2.6.25 are pretty minor. Probably just hasn't been updated in the SSTU repository. If you're getting exceptions the only way to know what's causing them it to see them in the log.
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@fatcargo My point is that if in practice you're only ever going to have three animations, trying to design for infinite animations is going to be way more complicated than it needs to be. I've made mistakes like this in the past - you end up writing a lot of code that in practice you never actually use. And did you consider what I said about having a separate module for linking the individual animation modules together? I think that might give the flexibility you want without doing impossible things (i.e. adding fields at runtime).
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[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
blowfish replied to linuxgurugamer's topic in KSP1 Mod Releases
In addition to what linuxgurugamer said, make sure you don't have any previous installation of KW or the community fixes sitting around. -
B9PartSwitch v1.4.0 is now Available The main change in this update is that the subtype is now inferred intelligently. Previously only the index was used, which could lead to a bunch of craft breaking scenarios. Here are some of the benefits: For Players When moving from a non-switching setup to a switching setup, or when using a switching setup from a different author, craft will generally not break because the subtype can be inferred based on the part's resources For Modders You can now reorder subtypes without breaking craft files, since the subtype name is the primary way of identifying the subtype. The full details of how this works are in the changelog.
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@fatcargo Okay, but (1) How far do you need to take it and (2) Does every animation need a deployment limit? If you only ever needed two animations, it would be simple enough to write an animation module that handles two. On the other hand if you don't need the deployment limits for every animation, you could put them in one module since you can dynamically create a BaseEvent using a lambda. Another alternative is to have each animation on its own module and then have another module that ties them together and controls them.
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Logs are pretty much required to debug issues like this.
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@fatcargo I'm pretty sure you can have more than one ModuleAnimateGeneric on the same part, or any custom animation module, provided they don't try to access the same animation. Is there something wrong with that approach?
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KSPField questions
blowfish replied to linuxgurugamer's topic in KSP1 C# Plugin Development Help and Support
There's nothing really PartModule specific in the code I gave, it was just a convenient example. ScenarioModule has the same method names OnSave and OnLoad, so yes, it will work. -
KSPField questions
blowfish replied to linuxgurugamer's topic in KSP1 C# Plugin Development Help and Support
There's no built in way to parse and save lists, but you can do it manually with not that much code. Something like: public class MyModule : PartModule { public List<int> theList = new List<int>(); public override void OnLoad(ConfigNode node) { base.OnLoad(node); foreach (string value in node.GetValues("nameInNode")) { theList.Add(int.Parse(value)); } } public override void OnSave(ConfigNode node) { base.OnSave(node); foreach (int value in theList) { node.AddValue("nameInNode", value); } } } This is pretty quick and dirty and you'd probably want to have at least a bit of error handling in there, but hopefully you get the idea. -
Resources are the only thing I can think of. But can we back up a step? What information are you trying to display? If you want to have tweakable fields, then presumably you want to have something that does something with those values, so how could that be created dynamically?
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Texture swapping isn't currently supported, sorry. At least not directly. I know there are other mods that add reskinned procedural fairings, but they display as separate parts. You might want to have a look at some of those.
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How do you know it's RF?
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Bit late, but might as well contribute It's called sequentially. Why would it matter though - OnSave really shouldn't change the state of the PartModule and each module is writing to a different ConfigNode. This would indeed cause issues. KSP only creates PartModules when parsing the part - after that they're all taken from the prefab. So your PartModule would not survive into the flight scene and KSP would spit out a warning.
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BaseField expects to be backed by a real field on an object. There's no way around that. There are ways to dynamically build a type at runtime but I would not recommend going down that path. You might try to look at other ways to tackle the problem you're trying to solve.
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Hydrazine APUs also exist. Though those aren't really fuel cells.
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I think Shadowmage tried this at the beginning and the consensus was that the balance was completely unworkable. There's not a huge difference between hypergolics and LF/O but for LH2 engines the craft size/TWR/delta-v ends up being really, really weird.
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
@Umlüx Glad to hear your issues are resolved. As a general tip, I'd recommend not modding your Steam install. Steam's automatic updates can cause a lot of confusion with regards to KSP versions and can potentially break a lot of mods. It's usually a good idea to copy KSP somewhere else (generally somewhere not in Program Files) and mod there. In your case, maybe you were still opted into the prerelease beta? That would have prevented Steam from installing 1.1 final and any other release versions.- 4,460 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blowfish replied to ferram4's topic in KSP1 Mod Releases
I think I've seen a few reports that certain engines from Ven's stock revamp have issues in FAR. That might be a good place to start.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blowfish replied to ferram4's topic in KSP1 Mod Releases
In theory, yes- 14,073 replies
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