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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. See your PM, also, did you update from a previous version of the game?
  2. No automated system, this is for you to land it yourself. Right now, I believe that if you have Stage Recovery installed and you do NOT activate this, SR will work.
  3. The change to RLS is a phase in of the control surface. If you use CKAN the update will be installed automatically. If not, then the next release of SXT will have the new dll. The RLS was just updated yesterday.
  4. New release, 0.1.9: Added support for all modules in Near Electrical Added support for Surface Mounted Stock-Alike Lights Added support for KSPWheel Added partial support for SSTU, full support waiting on some changes
  5. Ok, I've added it using that, thanks. I've also broken the repulsor out from the wheels, since they are rather different. If you could ping me when you make those changes, I'll be able to incorporate the changes. One more thing about the max EC use: What I think people will really need is not what you describe as the max possible, but the max sustained, as in no springing going on. So maybe that "best guess" will be enough
  6. Ok, I've added it using that, thanks. I've also broken the repulsor out from the wheels, since they are rather different. If you could ping me when you make those changes, I'll be able to incorporate the changes.
  7. so I see a problem, the "wheel" is an internal value which I don't have access to. Could you add a way for me to get a theoretical max EC draw, based on an entered weight (or use the weight of the vessel it is on)?
  8. New release, 3.3.12: Fixed issue where changing the Reroot setting in the settings window wasn't toggling the internal reroot flag Changed SelectRoot code from being a separate MonoBehaviour to being a part of the EditorExtensions class Updated buildRelease to use local GameData directory for release Glad you found the solution. Just so you know, this mod has certain dependencies on the specific KSP version, and checks when starting. The current version is always for the current version of KSP. Some versions are able to be used on slightly different versions of KSP (ie: 1.2.0, 1.2.1, 1.2.2), but again, it needs to be compiled for that version, and there is no compatibility between major KSP versions
  9. Why not post the craft file so we can try it outselves?
  10. Looks like the server where those images were being hosted had an account expire: http://members.shaw.ca/diazo/AGExtQuickStart1.jpg
  11. And this is why I like CKAN. Glad you got it figured out.
  12. No need to copy the files, I have it done, in two sizes, max temperature is 451: I'll probably release it in a day or so, want to see if anybody provides any additional parts.
  13. @Shadowmage I'm working on adding support for SSTU into Fusebox. Specifically the solar panels. I need to know two numbers: Max EC generation possible for use in the Editor Current EC generation I see a field: resourceAmount, but no explanation as to what it is. Can you help? Thanks
  14. @Shadowmage I'm adding support for KSPWheel into Fusebox. How can I see the current EC usage for the various modules? Specifically: for KSPWheelMotor: I see maxECDraw, which works in the editor, but I need the current usage when in flight. For KSPWheelRepulsor: I see energyUse, which I assume shows the energy being used, but then I also see guiEnergyUse. I need to see the max energy which it can use as well as the current amount (max energy is used in the Editor) For KFAPUController: I see energyOutput and throttle, I assume that I multiply the two together to get the current output? and for in the editor, just the energyOutput and any other modules which consume EC, I'll need to get both values (max usage as well as current usage) Thanks
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