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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. This has been revived here, updated for 1.3:
  2. I already did that without a comet.
  3. This is a CKAN problem, unrelated to the new release. Restart CKAN, when you get the exception, hit "Continue", then hit refresh again. Beyond that, go to the CKAN thread
  4. I still doubt that number. Not counting patches which a person wrote for themself, I stand by my original number. look at Spacedock, Curse, and this forum.
  5. You are joking, i hope. The number of mods is in the low to mid thousands, not hundreds of thousands. and it is possible to write mods without decompiling the code. I should know, I do it.
  6. I am trying to add a ModuleDecouple to a part programmatically to a part. It's not working, but I don't know why. This is a new part module I'm writing, which will add a ModuleDecouple at edit time based on the user's input. What I'm doing is adding the ModuleDecouple component to the part gameObject, and then adding the new module the the part.Modules. It appears to work, but staging isn't updated, and when I trigger it in flight, I hear the decoupling sound but nothing happens. Suggestions are welcome (obviously). The code I'm using follows. It is probably trying to do too much, but I've been trying everything I can find: decouplerModule = this.part.gameObject.AddComponent<ModuleDecouple>(); this.part.Modules.Add(decouplerModule); decouplerModule.enabled = true; decouplerModule.ejectionForce = ejectionForce; decouplerModule.explosiveNodeID = explosiveNodeID; decouplerModule.overrideStagingIconIfBlank = true; decouplerModule.stagingToggleEnabledEditor = true; decouplerModule.staged = true; decouplerModule.SetStaging(true); decouplerModule.UpdateStagingToggle(); decouplerModule.stagingEnabled = true; this.part.UpdateStageability(true, true);
  7. Danny hasn't been around for about a month. That's not enough time for me to consider adopting the mud. However, I am keeping my eye on this. Just an FYI for everyone, the code on GitHub is not the latest, it doesn't match what's on spacedock. This will make the job of potentially Reviving this mod and updating it to 1.3 that much more difficult since Denny seems to have decided to ignore the requirements of squad.
  8. Thanks. But I needed a way to report in Kaptain's Log whether something is landed, or flying, and to avoid multiple reports; ie: a rover on a low gravity world is not flying when it leaves the ground (flying from a reporting point of view)
  9. New release, 1.4.9.1: Added MM patch to add mod AutoAction function to External Command Seat-like parts. Thanks @Jacke
  10. 1.3.3.1, do you know something that we don't? I thought the next version was 1.3.1
  11. Is this mature enough to be put on CKAN (only with your permission, of course) ?
  12. Given the number of other mods which alter the camera (Through The Eyes, Camera Focus Changer, Camera Tools, Docking Camera, Improved Chase Camera, WASDEditorCamera), I can't imagine it's that difficult. Hopefully someone else can take a look at these to see how it's done.
  13. The autogen doesn't work that well, so I'll redo it for you. and it's up
  14. It probably isn't too difficult, but I don't have time for it now.
  15. License allows, just be sure to give attribution. A link to the thread would be useful for people
  16. Which is why it is "configurable". I'm trying to have a reasonable definition for most people. Also, a Hovercraft isn't "flying", it needs a solid surface (ok, water also works) to push against. So it isn't "flying" although KSP may consider it, but it also isn't "landed", it's in one of those in-between states. The levitation thingies are the same thing, they aren't really flying. Essentially, a hovercraft or levitation thingie is sort of like a rover which is grabbing air.
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