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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Thank you! It's very important that good feedback be sent to modders, so that we can both fix the bugs and do new stuff. This conversation was very useful, and many insights were here
  2. I'm not sure what you mean here. This is the relevant code: foreach(KSPParticleEmitter unit in emitter) { if (Vessel.Situations.PRELAUNCH == vessel.situation || Vessel.Situations.LANDED == vessel.situation) { unit.emit = true; print ("vaporvent: true"); } else { unit.emit = false; print ("vaporvent: false"); } Should I replace the "unit.emit" with the function calls you mentioned? And I just answered my question with the following comment you made in another thread:
  3. All of the old community parts patches have been removed since they are now merged The only remaining patches is for the tech tree and another mod (FAR , I think)
  4. much better answer than mine, I had just pulled in some really old code from the very first mod I wrote
  5. Ok. I'll get to it in the next day or so, hopefully this evening
  6. Hmm. I would consider that game breaking Although, there is a (small) chance I may be looking into this issue sometime in the future, I ran into it in another area
  7. CKAN will be told what mods this depends on, and will install them automatically with the most up-to-date. If you include those mods inside the zip, it will ignore those directories. I'd be happy to deal with any CKAN issues for you, if any arise
  8. Only one texture is used at a time, it would fit in with the rest of the Octosat mod. Mainly a visual thing
  9. This is a replacement thread for Tweakable Everything Continued. So called because the original thread got lost. The new version for KSP 1.4.1 has new dependencies New Dependency Toadicus Tools Continued The Toadicus Tools Continued used to be bundled with this mod, but it's now been removed, and you have to install it as well. If using CKAN, that will be done for you automatically. Source code: https://github.com/linuxgurugamer/TweakableEverything Download: http://spacedock.info/mod/1059/TweakableEverythingContinued License: BSD-3-Clause https://www.patreon.com/linuxgurugamer Ever wanted to open a shielded docking port in the editor, or start your ship with crossfeed disabled across your docking ports? Maybe adjust the ejection force of your decouplers, or open a solar panel? The poorly-named TweakableEverything exists to provide exactly such features. Shielded and lateral docking ports can be opened in the editor and fitted with other stackable parts. Decoupler ejection force can be tweaked, and solar panels can be opened in the editor. These options and more leverage the new Tweakables system for your fun and profit¹. Featured Tweakables: Docking Port Decouple Staging Toggle Docking Port Ejection Force Slider Docking Port "Magnet" Force Slider Docking Port "Magnet" Torque Slider Docking Port Re-engage Distance Slider Docking Port Shield Toggle EVA Thruster Pack Gimbal Range Slider Gimbal Reverse Control Toggle Intake Enable/Disable in Editor Parachute Deployment Time Factor Sliders Reaction Wheel Torque Sliders (Yaw, Pitch, Roll) SAS Autopilot Upgrade Slider (Career mode only) Solar Panel/Radiator Deployment Toggle Solar Panel/Radiator Sun Tracking Toggle Bonus Features: Docking port "Control from here" now available for use in action groups. Resource flow enable/disable/toggle now available for use in action groups. Gimbal "reverse control" available for use in action groups. TweakableEverything is so named not because it makes everything tweakable (that would be ludicrous), but because it is Everything that I have made Tweakable. But, since you might not want all of it, I have broken things out into separate libraries. If, for example, you don't want TweakableSolarPanels, just delete TweakableSolarPanels.dll and TweakableSolarPanels.cfg from your TweakableEverything folder. I won't be offended -- promise!
  10. It uses Firespitter for texture switches. There are 8 different textures being used, in the NSS/TextureSwitch directory. All identical except for the colors. What's really nice about this mod is that all the parts use the same texture file. For yours, I'd just use a new set of textures, and use Gimp to make the appropriate color files (unless you can do that for me). Of course, you could do this yourself
  11. That's a KSP bug, not much I can do about that, sorry. And I am aware of the WASD issue also, there is a feature request for that mod to add an ability to disable the wasd keys temporarily
  12. It's most likely a bug in KSP. The smoke comes from an emitter, and I don't do anything with the emitter other than turn it on and off
  13. @Shadowmage I'll understand if you say no, but having an automated process such as CKAN is very useful for people who don't want to or can't deal with dlls and folders. I'd be happy to take care of getting it in CKAN if you like. Let me know. Also, I'm going to be writing patches for all the parts mods I maintain for this. I wasn't really aware of this until now because it wasn't in CKAN (yes, i use it all the time, to maintain my 200+ modded career install) Just curious, why is it considered game breaking?
  14. New release: 0.1.12 Added code to check for unconcious kerbal. If a kerbl was EVA and then knocked unconcious, the parachute will NOT deploy, and a message will be displayed
  15. Nope, or I should say, not by me. I don't do modeling. I'd like to do what you ask for, but would need to find someone else to do it. If someone would step up and offer, that would be great and I'd accept ASAP
  16. Either way. If it gets integrated, then you don't need to maintain a mod, support will be done with Octosat. Also, I would be able to integrate/add the ability to change the skin the same way the rest of the mod does. If not, i'll just make it a suggested mod.
  17. Not if the kerbal is unconcious. I'll see what I can do, maybe put up a message if you try to deploy when he is unconcious
  18. Fixed in latest update. You still need to deploy the chute manually, but it is there now
  19. I don't do modeling, If you can get it added, I'll support it, but I can't change the models Sorry
  20. New release: 1.4.6 - Updated all patches to add EVA Parachute if that mod is installed - removed BetterCrewAssignment (can't do internal transfer to external seat) - Moved cfg for stock external command seat to ModuleManager directory - Fixed code so that KSP won't try to transfer a kerbal into/outof an external seat - Added AssemblyVersion code
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