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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Get The Janitors Closet, you can mark pars as hidden, and using the Permaprune option you can keep the unused parts from being loaded
  2. Of course anything is possible; if you want to spend enough money and time to get it done. Of course there are three wheeled cars, but they are designed for it. So, you can wait until some crazy modder(not me) decides to waste time doing something which nobody else is going to use, or you can spend a little time and learn how to do it yourself properly. I leave it to you to decide the best way to get done what you want.
  3. It's not tech level based, it is a user selectable level of difficulty for the entire game.
  4. Your comment was: Which is why I replied the way I did. And @Galileo already answered you with the correct way to do it
  5. I am working on IFI Life support. It now has three levels of difficulty (unrelated to the KSP settings), basic, intermediate, and advanced. The basic level only has the resource: LifeSupport The intermediate level has the resources: LifeSupport and OrganicSlurry The advanced level has the resources: LifeSupport, OrganicSlurry and Sludge The code I wrote works as follows: The 4 resource strings are renamed, with IFI in front of each Each string is split into an array Then, depending on the level, the available resource sets are added to the IFS strings and in the cfg, I reference my module and renamed the resource strings
  6. Gaaaahhh!!!! This is really stupid. I renamed the directory for my mod so it would be after IFS, and it works. Why, oh why is C# so stupid?
  7. @FreeThinker I need to be able to change the available configs for some parts (see the post above), and have tried to do it by creating a new class and having it inherit from IFS using the following code: public class IFI_IFS : InterstellarFuelSwitch.InterstellarFuelSwitch { [KSPField] public string IFIResourceGui; void Start() { //stuff here } } I added the IFS as a reference and it compiles cleanly. This is for KSP 1.3.1, I am using the latest version downloaded from Spacedock. I'm getting an error when trying to run: ADDON BINDER: Cannot resolve assembly: InterstellarFuelSwitch, Culture=neutral, PublicKeyToken=null (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) ADDON BINDER: Cannot resolve assembly: InterstellarFuelSwitch, Culture=neutral, PublicKeyToken=null (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) AssemblyLoader: Exception loading 'IFILifeSupport': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.IO.FileNotFoundException: Could not load file or assembly 'InterstellarFuelSwitch, Version=2.10.1.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. File name: 'InterstellarFuelSwitch, Version=2.10.1.0, Culture=neutral, PublicKeyToken=null' This normally indicates that the version of .Net was wrong, on one side or the other, but I've verified that I am compiling for .Net 3.5, and was also able to verify that IFS was also compiled against .Net 3.5. So I tried adding the other DLL as a reference (Scale_Redist.dll), but no change. If I remove my code which references IFS, everything loads and works, but if I reference the IFS, then I get the error. All I can figure is that for some reason, IFS has another dependency which I'm not aware of, and that doesn't make sense since it works. Do you have any idea what is going on? Thanks
  8. Is it possible to, on the fly, change the configs? I have some options in a mod which disable the use of some resources, if they are disabled, I'd like to change the available config of IFS Thanks in advance
  9. If you know how to do a github PR, do that, otherwise, post the code and/or a link to the changed file which I can use to update the mod
  10. Sludge and slurry are internal mechanics. All you need to thing about is LifeSupport. The idea here is to allow the mod to work as it was originally written, but to allow for additional playability options if the player desires without having to go to a different Life Support mod
  11. If you think about it, even USI-LS is very simple, if you ignore the recycling part. All you need is the life support resource, enough for the mission.
  12. New release, 0.6.5: Fixed compatibility with Kopernicus , thanks @Galileo for reporting and @Sigma88 for providing a better fix than what I had Fixed error where a kerbal could be hired even if there weren't enough funds
  13. When released, it will be and an updated name, probably something like IFI Enhanced or something like that
  14. Issues added: # 7: Enhancement: Save craft file in stock folder # 8: Enhancement: Add ability to copy a craft from from a different save # 9: Is there any way to have the window close after loading a craft? #10: Enhancement: Add history for the SubAssembly area
  15. If you make it, I will add it. I am only maintaining this, not enhancing
  16. Look at the chart I posted today in the OP. The original functionality is unchanged, and the added stuff can be ignored. I am enhancing it. The two additional resources are there for ease of management. I could probably hide them, but then would get complaints about hidden resources
  17. For anyone interested, I'm reviving and expanding this mod in this new thread:
  18. They are used when staging and when you have multiple entries on a craft, to decide which one to use after staging
  19. I'm going to hold off for now until this stabilizes.
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