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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Editor Extensions is now available for KSP 1.3.1 Version 3.3.14: updated internal offsets for KSP 1.3.1
  2. While it didn't quite do what I needed, the basics were there and I was able to get it working Thanks
  3. Since EEX does manipulate the handles, I would say that this is caused by the bad EEX dll you downloaded. Remove it and wait for me to get it updated
  4. He isn't supporting this anymore. I'll be adding it to my list of mods as I work through all of my mods for 1.3.1
  5. I may revisit the costs later, but as you say, this is a ridiculous size. @pellinor If you would write a tweakscale patch which makes sense, I'll include it
  6. Reloading databases is only a development tool, not recommended for normal gameplay for (among others) the reason you mention
  7. This dll is having some people report bugs to Squad. I am aware of the problem, will get to it in a day or so. Am rather busy IRL right now, please be patient
  8. Do you have any mods installed? if so, wait for them to be updated. if not, post a log file
  9. You are using a bad version of EEX DO NOT REPORT this as a bug!!!!
  10. PLEASE take this down. This mod is very sensitive to internal changes in the game, more needs to be done than just the version number check
  11. Then you can download the 1.3 installer from the website
  12. If you are using Steam, you can revert in steam: Right-click on Kerbal Space Program in the Library list Click on the BETAS tab Click the Dropdown "Select the beta you would like to opt into" and select the last line The downgrade will start immediately, just wait until Steam is done
  13. No, I didn't say that. I'm saying that once I start converting the mods to 1.3.1, I won't be going back to 1.3
  14. Pretty much what I did, although I used the OnEditorShip Modified. I didn't check symmetry groups, so I'll have to look into that I don't have time now, but could you point me to some symmetry code I can reference which deals with this? Thanks
  15. It's always bothered me that you needed to add a separate part to do your staging. It kind of makes sense if you are doing radial staging, but not for stacked. So, I've written this mod to fix this shortcoming. Essentially, it adds the ability to turn on an integrated decoupler on all tanks which have a "top" node, with some exceptions which follow: The mod will NOT modify a tank if: * A tank already has a built-in decoupler * A tank has a built-in fairing * A tank has a built-in engine A special case is when a tank is attached to an engine. In this case, the following rules apply: * If the TOP of the tank is attached to the BOTTOM of the engine, the integrated decoupler will initially be active * If the TOP of the tank is attached to the TOP of the engine (ie: flip the tank upside down and attach it to the top of the engine), the integrated decoupler will NOT be available. Tanks in symmetry are now supported. The integrated decouplers are installed in the TOP of a tank. To use, build your vessel as normal, but leave off the stack decouplers. Then, right-click on the tank where you want a decoupler, and click the button which says "No decoupler". The button will change to say "Integrated Decoupler", along with the other options for a decoupler (Force Percent and Disable Staging). The following images show a simple two stage rocket with the integrated decoupler being configured for each stage. Important Note If you are using surface attached engines on a tank with the integrated decoupler enabled, you will need to have crossfeed enabled, otherwise the surface-mounted engines will not get any fuel The Radial Crossfeed Control is designed to make the crossfeed in the radial decouplers more controllable. There is one setting with three possible values: Crossfeed disabled Need no explanation Bi-directional Same as the stock Crossfeed enabled Uni-directional Disables the crossfeed when any engines in the attached parts run out of fuel in the attached parts. The way this works is by first getting a list of all resources used by engines (parts which have ModuleEngine or ModuleEngineFX) from the attached set of parts attached to the decoupler. Then, during flight, those resources are monitored, if/when the any of the resources falls to zero, the crossfeed is disabled. This mod requires Module Manager Availability Download: https://spacedock.info/mod/1538/Integrated Stack Decouplers Source: https://github.com/linuxgurugamer/IntegratedStackDecouplers License: GPLv3 The following pictures show the Integrated Stack Decoupler. There is a video following which shows the Radial Crossfeed Controller Don't forget to check the staging after enabling a decoupler.
  16. Your choice. There are mods to control the throttle at launch, Kerbals and maneuver nodes had problems, and the "swear filter" is required BY LAW in the European Union. Lots of bug fixes, if you don't think they are necessary, stay on 1.3.0. Be warned, that my (and most of mods) will only be supporting 1.3.1 going forward.
  17. From what I can tell, it only fires after the part is attached, on the new part, but the existing part doesn't get any specific event. It's not a big deal, I have it working using onEditorShipModified, but was hoping to restrict it to the part only when the part was modified or if another part was attached to it.
  18. Gaaaahhh! That means most of my mods Yuck!
  19. The callback: Part.OnEditorAttach works very nicely to let you be able to change values on a part which is being attached. I need to do the other way: I need to change values on the part which is already there, and which is being attached to. Right now I'm using the GameEvents.onEditorShipModified, which works, but the code (which is in a module inserted into all tanks) runs every time a ship is modified, on every tank on the ship; on a big ship, this could be a lot of parts and I'm a bit concerned over performance. So is there an equivalent way to notify a part that something is being attached to it? I don't see anything relevant in the Part at all. Thanks in advance.
  20. The game isn't broken. You are running incompatible mods, you need to wait for them to get updated
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