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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. So, I just installed Hullcam and Kerbalism. And, even without any cameras (I used an existing game), it immediately gave the errors. It is definitely Kerbalism causing the problem, I just don't know what yet.
  2. I've had reports that Kerbalism 1.1.8 is causing problems in at least two other mods: Kronal Vessel Viewer and Hullcam VDS. Is anyone aware of this, and are there any solutions?
  3. Mod list would help. So would your log file. And someone found a problem with Kerbalism, do you have that installed? Since I also do KVV, it is relevant for me :-) I'll have to take a look at Kerbalism, see what it might be doing. But if one mod is causing problems in multiple other mods, guess who's problem it is? It's Kerbalism. Not sure what's going on yet, but you have it installed and it is causing problems in at least two mods that I know of.
  4. Ok. So I'm going to go ahead and move ahead with this. I already have the code (from the Selectable Module Antenna I wrote), and once I can get someone to make me a couple of parts, I'll be able to have that added.
  5. So, would you mind if I took your idea about a part which will add relay capabilities to an antenna and make it for the stock game? Also, in stock:
  6. Right, but dropbox has a tendency to block too many downloads. And apparently that update happened since I made that post :-) Anyway, the real issue is Dropbox. @alexustas it would be good if you could put this on Github or Spacedock. I'd be happy to help if you need it.
  7. So what's the challenge? Is there a scoreboard? What about mods?
  8. Couple of suggestions. First, I hope the links I sent you regarding the Settings was useful. In the settings, have an option to disable the messages that show how much has been loaded and returned. In the settings, have an option to select the EVA Propellent type, so that it can be something other than monoprop In the settings, have an option regarding adding EVA Propellent to every part that hold a kerbal. You can do this by renaming a cfg file and requiring a game restart. Regarding storage in the individual parts, every part that is in existance has a unique identifier. You can store those parts (as they are encountered) in a Dictionary<String, Part>, and then write that dictionary out to a file in the save directory, and obviously, load it at game start. I'm currently working on implementing something like the dictionary for EVAExtensions, where I'm adding the restriction to limit the EVA Propellent a kerbal can have (similar to what EVAManager used to do). In other words, a Kerbal will have 5 units of propellent for the life of a mission. I'm still not convinced as to whether I will release this or not, and if I do, I'll need to make sure it plays well with your mod. I already have it working ingame, I just need to write the code to save and load it. If you're interested, I'll send it to you when complete
  9. Not a problem. the real problem is that even though I see it in the MM cache file, it isn't working, the Kerbals are still getting 5 units of resource. Not really a problem, I just (after a good nights sleep) figured out where those dang-blasted messages were coming from. I had another mod installed, EVAFuel, which was posting the messages, once I removed it, the messages went away. Since I need to keep track of the EVA propellent anyway for each Kerbal, I just catch the onVesselSwitching and then adjust the amounts. Now, EVAFuel is another problem, but I'll contact the author about that, I've already been giving him a little help regarding the settings window
  10. Gaaah! Can it be that simple? Maybe I was misled by the old mod EVAManager, which apparently was set up because MM couldn't do anything with the kerbalEVA. Thanks No, it isn't that simple. I needed to add an at (@) in front of the PART Thanks for the help
  11. Ok, thanks. So, in the future, would it be possible to have either multiple probe cores (one for relay and one for direct, for example) or an advanced probe core with both capabilities?
  12. @tomek.piotrowski I've written a mod called SelectableDataTransmitter, which is being used in the Octosat mod on two antennas. This mod allows an antenna to switch between DIRECT and RELAY mode. It's been brought to my attention that this is not really compatible with RT. @ICirceI posted a patch which removed it. Is there any way to have RT be able to use this, or at least emulate it? ise ethere are two ranges, Mode0DishRange and Mode1DishRange, could these be used for it? Thanks
  13. Sure. It's actually much easier than you think, because if you use the builtin settings class, you have very little coding to do. The following mods are ones that I maintain, extend, etc, and use this: Look for the following text: GameParameters.CustomParameterNode DangIt! KerballaunchFailure TestFlight VesselViewer Also, read the following, search for "Mod integration into Stock Settings:
  14. When I posted that, I had just successfully downloaded it via CKAN. If you didn't refresh, it won't see it
  15. Unfortunately, the way it used to work depended on the way KSP dealt with EVA fuel. That has totally changed.
  16. I'm working on bring forward the functionality of the old EVAManager mod. Specifically, the EVA Propellent. I haven't figured out any way to stop the auto-loading of EVA Propellent. What I've done for now is to simply bypass it, and after the kerbal goes EVA I update the values on both the Kerbal and the vessel. But the message is still posted that 5 units of EVA Propellent are loaded. So, the best way would be to intercept the automatic loading. Alternatively, if I could just prevent that message from displaying, I could just continue to work around it. Thanks in advance
  17. CKAN will be done when a typo in the files are fixed. I'll post when it's submitted, will be available via CKAN within a day or so after that
  18. Understood. Let me know when you've repackaged it in the layout I suggested. One thing I didn't mention, if you could add a .version file in the FlyingWing directory, that would be great.
  19. I used to run on Linux, but the development tools are better for this on Windows.
  20. Would you consider putting the EvaFuelSettings into a config window, so rather than editing a file, it could be done in-game? Would also allow a per-game setting
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