Jump to content

linuxgurugamer

Bug Hunter
  • Posts

    24,967
  • Joined

  • Last visited

Everything posted by linuxgurugamer

  1. May be, but not planning on working on this for a while, several other things in progress right now
  2. @SandriellI've been reviewing this, I see that you've changed the amounts by (in some cases) a lot. Can you explain the reasoning behind those changes? Did you do calculations to figure out the correct amount, or are they just changes to suit your playing style?
  3. For all who have been waiting, I finally have a beta release available. I also updated the OP with new pictures and descriptions BETA 4.0.0 Added flag to toggle skin Changed name of life support resource to "Kibbles & Bits" Changed time to die from seconds to hours Added option to not die during timewarp Added configurable delay for display updates All animations working properly. Added code to prevent starting lights when solar panels are closed Fixed air compressor scaling Added textures to new tanks for liquid and gas O2 Added new tank parts from JadeOfMaar Combined existing tanks from 9 to 3, using B9 Part Switcher to switch between them Removed IFITank parts, as they were just a duplicate of other tanks Merged the K&B container tanks into one with variable sizing Adjusted all parts models to use the MODEL stanza Set all rescaleFactor settings to 1, moved the scaling into the MODEL stanza Fixed all attach node sizes and locations Updated the metaball parts to liimit the switichable parts in flight Note the dependencies: Dependencies ClickThroughBlocker ToolbarController SpaceTuxLibrary B9PartSwitch I do need feedback, especially regarding the balance of the parts, are the recyclers/greenhouses too good, not good enough, etc.
  4. @blowfish The field "allowSwitchInFlight" does this: However, it doesn't prevent switching FROM in flight. I am trying to minimize a parts count, I have a tank which can take one of four resources in the editor, but should only be able to switch between two of them in flight (two types of O2). The third and fourth are toxic, and should not be able to be changed in flight. It seems that if you can't change TO a tank in flight, you should also not be able to change FROM a tank in flight, although I suppose there could be a use case for that. Can you either fix this (assuming you agree it's a bug) or add an option to not allow any switching if it's set to false? LGG Edit: I looked at the code, it was fairly easy to find and add a new option (since I didn't want to change anything which currently depends on it), I added a new option: allowSwitchFromInFlight (defaults to true), and added a check for that in the code, will submit a PR. I need this for my life support mod, would appreciate it if you could get an update out soon for it. https://github.com/blowfishpro/B9PartSwitch/pull/224
  5. Anything that Kerbalism does, requires that you contact the Kerbalism authors, per their own statements. Thanks Feel free, but not something I'm concerned about. It's more a Kerbalism issue New release, 0.8.8.5 Thanks to user @JonnyOThanfor these: fix waterfall meshes rendering in MFDs (ignore TransparentFX layer) fix large radial drill not rendering correctly (BakeMesh doesn't handle scale properly) fix rendering skinned meshes in both default + animated pose removed some extra list copying
  6. Oh, I already got those from an older release Thank you so much!
  7. @JewelShisen Hope you are well, would be nice if you could relax the license so that this mod can be revived.
  8. Maybe, but I'm busy with 2 other big mods, and not everyone uses Tantares. I've never used it myself, will try to look at it in a month or so
  9. I'd like to see them. One of the issues I saw was incorrect attach nodes, I've adjusted them and will be looking for feedback on how it works, seeing your changes will be helpful as well
  10. Is it possible to enable or disable some part subtypes while the game is running? I was looking for an API, but didn't find one (yet) LGG
  11. What are you replying to? if the post from @SkiRich that is over a year and a half old
  12. Just did a full release, working on CKAN update now Release 1.5.2.7 All changes from original mod are here: ChangeLog Added missing textures for new telescopes Added two new telescopes, using model from SpaceDust (Thanks @Nertea) Deprecated following parts Fungi Telescope Optics CactEye Telescope Optical Tube Added AssemblyFileVersion Updated version file for 1.12 Fixed nullref in editor when opening bay on Fungi Fixed power consumption, was being called once every visual frame, now once every physics frame Removed impactTolerance from all parts (not used anymore) Changed references to FlightGlobals.Bodies[0] to Planetarium.fetch.Sun Moved the config settings into the stock settings page Added new experiment: Occultation Created new windows: Target Selection Window, Occultation Science Event Window (available on KSP, Tracking Station & Flight screens) Replaced calls to Unity.Random with System.Random when not in DEBUG mode Integrated Kerbal Alarm Clock with the Occultation experiment Science return on the Occultation experiment will depend on how big the target is in the viewer Fixed some spelling errors Added Solar Filter to Occultation processor, to allow targeting items close to the sun Science halved if SolarFilter is enabled Disabled the explosions if solar filter is enabled Added KSPAssemblyDependency lines to AssemblyInfo for needed libraries Fixed some of the PartWrapper rename whcih was missed Fixed build process Moved GameData into root dir Replaced stock toolbar with ToolbarController Added support for the ClickThroughBlocker Added impactTolerance to the following parts: probeCoreSlim tele_gru1 tele_gru2 tele_ladder tele_solarpanels processorAsteroid1 processorAsteroid2 processorAsteroid3 processorPlanetary1 processorPlanetary2 processorPlanetary3 Added tags to the following parts: probeCoreSlim Added bulkheadProfiles to the following parts: probeCoreSlim Replaced GetTexture calls with ToolbarControl.LoadImageFromFile() Moved images (except for the flags) into PluginData/Icons Fixed CactEyeAsteroidSpawner to check if vessel loaded or not, and use appropriate interface to get Active value Added code to the DistantObjectEnhancement wrapper (DOEWrapper) to check to see if DOE is installed, if not then to exit the wrapper. Renamed part files to match the name of the part Fixed Nullref when closing gui Added code to update number of processors whenever a processor is enabled or disabled Added code to disable processor when apeture is closed Added code to stop timewarp (once every 30 seconds) if telescope gets too close to the sun Replaced all Debug.Log with Log.Info & Log.Error Added patch to incorporate SCANsat functionality similar to the stock scanner Added patch to incorporate SpaceDust scanning (for the SpaceDust mod) Added code to work with the SpaceDust dll, if installed Added 3 nodes on outside of tele_bay Added camera positioning values, all Vector3: (needed for SpaceDust scope) cameraForward cameraUp cameraPosition Increased duration of "out of power" message from 3 to 5 seconds When using SpaceDust, the telescope will remain open in the VAB. Will be closed when launched Added a narrow version of the service bay Fixed a nullref when no processors were installed Added snow to be shown when no processor is active/installed Changed a number of "foreach" to "for (int i ....)" for speed
  13. Probably, there are several other mini shuttles you can look at to get an IVA for yourself
  14. Is that for stopping timewarp, or a dialog, or both?
  15. All, just an update: I have a bit of cleanup and descriptions to write, will then release a beta and start a new thread. Expect that in the next few days, Friday at the latest
  16. Does Bon Voyage have the ability to stop timewarp when a destination is reached? Used it last night for the first time, didn’t notice if that was a thing. Also an option to display a dialog when a destination would be useful, as the message in the messages icon can be missed if busy with other things
  17. Ok, now that I've gotten approval from all, I'll be working on the adoption. I have a bunch of fixes implemented as well as a new science module written (USScienceContainer). I'm very busy with another mod right now, so while I am working on this, it will probably be one or two weeks before a beta. At that time, I'll be starting a new thread for it.
  18. Not really. Just make the case that the plane has to be flying straight and level, then you can easily figure out it's fuel consumption, range, etc. Besides, it's only an estimate, just like the rover. And, just an FYI, there are other nuclear jet engines besides Interstellar
  19. I think this would be pretty neat, it would actually make aircraft missions enjoyable again, especially in JNSQ where the flight time one-way is sometimes 4 hours or more
  20. That isn't a thing anymore, as far as I know. I'm still waiting for @DMagic, but have gone ahead and written the missing USScienceContainer module. Pretty neat animation on the Data Input Terminal
×
×
  • Create New...