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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. This mod doesn't do anything with the graphics. I've seen this with stock also
  2. I'll have to fix that Edit: Fixed, I uploaded a build for 1.5.1 as well as a rebuild for 1.6.1 (no changes were made)
  3. It not unnecessary! These asteroids are filled with Kyrofoam, an important resource used in construction of, well, almost anything....
  4. @IgorZ Got a small bug for you: The situation was that I was hovering the mouse over an item in the inventory when it was deleted using: d.Value.StackRemove(1); The item was deleted, but I got this: Workshop: ductTapeInInventory.Count: 1, neededDuctTape: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) NullReferenceException: Object reference not set to an instance of an object at KIS.ModuleKISInventory.GuiTooltip (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, Int32 instanceID, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0
  5. Not a problem. I will still be looking into it, but having a save which replicates it will make it much easier
  6. So that means that one roll of duct tape with the resources will use up one slot, and I cannot have multiple rolls of duct tape there. Is this correct?
  7. Not much I can do then. Next time this happens, please exit the game before you get the science and package up the save game and the log files and send them to me. I need to see the situation before the science is obtained.
  8. What if there are more than one, how do I make sure that the one I want to remove is removed? Specifically, if there are two rolls of tape, I would only want to remove the empty roll
  9. @IgorZ I am in the process of updating the OSE Workshop, and just ran into a small problem: I've created a new part called Duct.Tape, and it holds a resource called DuctTape. This is used to repair the workshop if it gets damaged. Each roll of Duct.Tape starts off with 100 units of DuctTape. So I have the following problem: First, I need to be able to store one or more rolls of Duct.Tape in the inventory. This is not the problem, but, I then need to be able to decrement the amount of DuctTape from one of the rolls in the inventory. The idea is that a Kerbal will be in a pod and will be using the Duct.Tape while in the pod to do repairs, so no need to worry about equiping it. I have been able to create a list of all the rolls of Duct.Tape, but what I need now is to be able to take an item out of inventory, update the resource and then put it back. Along the same lines, I suspect that I'll need to set the KIS_Item.usableFromContainer, but don't know what to do in the part file to do that. The workshop mod is referencing the KIS DLL for compile time, no need here for any Reflection. Thanks in advance LGG Edit: I think this will work, please confirm: Where d is a Key/value pair and amt is a negative number : The following works, but does not return the remaining amount of the resource: d.Value.UpdateResource(DUCTTAPERESOURCE, amt, true); This is a deeper call, which does return the remaining resource: double? res = KISAPI.PartNodeUtils.UpdateResource(d.Value.partNode, DUCTTAPERESOURCE, -amt, true); I also need to get the current resource amount for the part, so I know whether I need to delete it or not Edit 2: Problem solved, I updated the code above for anyone else who needs it
  10. Could you also provide the save file? Preferably in the situation where the picture was
  11. Not sure exactly what you mean, could you post some images or a short video? And, regarding the idea, feel free to mention it here, just don't expect instant response
  12. Or, you could install a mod called PartInfo: I generally try to avoid moving parts in adopted mods, never know when another mod is referencing them
  13. Oh, I see. Sorry, I said it badly. Are you planning on doing that change? Also, on a different note, while I understand your reasoning regarding having the problem solved for TWR, I think that most people look more at the dV available in a stage rather than TWR, especially if it isn't the first stage. Now, I'm not saying that TWR isn't important, but it is only important when launching or landing on a planet. When in space, as long as the TWR is somewhat reasonable, I build for dV.
  14. I thought that the 1.875 was shown as a size1p5 tank? At least, that's what I'm seeing in al the 1.875 tanks in the expansion Also, what about the other thing we discussed, being able to temporarily lock all the procedural tanks sizes while adjusting balance, etc.
  15. New release, 0.1.3.1 Fixed bug where the "by stage" option wasn't able to change anything beyond the first stage
  16. I’ll be streamin on Twitch in about 30 minutes, come on by if you have time
  17. I’ll look at this again during my debugging stream this evening
  18. Just an FYI, I replicated the problem on my system. I think his picture was more for me, trying to explain what was going on with it. Here is a short video I made showing the issue https://www.dropbox.com/s/i43rb0g3t6mc5y3/SmartTank_and_FillItUp.mp4?dl=0
  19. Question about the STS-9 mission: Is there a minimum size to the asteroid? or can I wait for a class A to show up?
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