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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Is it really that unplayable? which would you prefer, several small patches, each only fixiing a single thing, and also inadvertently liquiding off mod authors with a plethora of minor releases, or a single larger patch? if the game was unplayable, I would be able to understand your frustration. But it is playable. You have your choice of playing 1.2.2 or 1.3 I'm actually playing both, and have no significant issues beyond what the mods cause
  2. and for everyone else, it was a version to make it accessible in their native language. English speakers (of which I am one) aren't the entire world. I still see progress (although I did just open a bug report)
  3. I have a config value which goes between 0.025f and 2.0f. Problem is that the CustomFloatParameterUI is still broken from 1.2. @nightingale said it would be fixed in 1.3 in this post: but it hasn't been. The following code in a settings page doesn't work, the value goes in steps from 0 to 1 to 2. I can use the old workaround listed in the above post, but it doesn't look good at all [GameParameters.CustomFloatParameterUI("Speed", minValue = .025f, maxValue = 2f, asPercentage = false, toolTip = "How fast the controls move while pressing the key")] public double Speed = 1f; What I have to do instead is this (again, from the above post): public float Speed = 1f; [GameParameters.CustomFloatParameterUI("Speed", minValue = 25f, maxValue = 200f, toolTip = "How fast the controls move while pressing the key")] public float speed { get { return Speed * 100; } set { Speed = value / 100f; } } but now it looks really bad in the UI, because the speed is shown a a number of 25 to 200, rather than 0.025 to 2 Any comments? I just added this to the bug tracker: http://bugs.kerbalspaceprogram.com/issues/15699 Edit: The "asPercentage" option didn't do anything, I tried it both with and without.I also tried setting the "stepCount", but that didn't seem to do anything either
  4. While it may seem like nothing to you, the localization was a huge project. Yes, to someone who speaks english, it may not seem like much, but believe me, from an internal point of view, it is. Why do you think they are not fixing bugs? Every week I read about more bugs begin fixed, QA testing, etc. Yes, the consoles may have been a letdown, but that is only one thing.
  5. I know that :-) I was wondering if there was anything I could do to help. I know it's not finished, just was offering to help with any coding or debugging if you needed any
  6. Seeing that I would like to use this in my new 1.3 game I am setting up, is there anything I can do to help you get it fully 1.3 ready? Feel free to PM me with any information which would help me help you.
  7. Interesting idea. I assume you have several categories of parts needed to make an engine? Like, for example, thrust chamber, engine bell, turbo pumps, etc? If so, then you will need to decide how each part affects the final result. Once that is done, then it should be fairly simple to calculate what the final engine can do based on what is attached to the engine root part. But, those interactions can be very complex and subtle
  8. Are you sure about that? According to the OP, it does a lot, and has been around since before autostrutting was a thing:
  9. So get it uploaded to KerbalX and put a link into the OP. Until everyone is using the same craft file, you cant say they are identical. Heck, even the placement of the decouplers can have an effect.
  10. The old bumpy runway used to be good for that. While not the same, you can use KRASH to do a sim from anywhere in the system.
  11. Then it's not a good challenge, because you run the risk of someone doing something different. For example, saying "smallest probe core" can be interpreted more than one way, or someone can use the wrong part,etc. if you want a challenge to rebuild a ship, then do one for that. But the main point of this challenge is thr piloting skills. Best to eliminate any possible question by providing a craft file so that everyone starts off with identical ships
  12. Generally, when I adopt a mod, I just do a copy n paste of the original thread OP.
  13. Is this in CKAN? Could you flesh out th OP, maybe add a picture? I had to go to the origonal thread to see what this did
  14. Is Kerbal Engineer allowed? also, would be nice to put the craft file somewher to be downloaded
  15. Just so you know, this will be a feature in The Kaptain's Log, which is almost ready to be released. I've coded it and its working.
  16. Won't be hard, I'll get it for you either later today or tomorrow. I wasn't aware of the verbose logging option for it
  17. New release, 1.3.2: Fixed problem with needing to double-click toolbar icon to start
  18. New release, 1.3.1: Fixed clock position not being remembered. Fixed issue with launch sound not being played properly (causing nullrefs) Added Settings page Added default Initial throttle Added default Throttle Added option to keep bottom buttons visible Fixed issue with windows not staying in place. Now window positions are saved Fixed version numbers in changelog
  19. Right click on the part in the parts list
  20. So with the help of @Shadowmage I have this mostly working. Going to be a few weeks before I release it, this will be part of a pack of parts that I'm working on
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