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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. ok. I already pretty much have a process in place using scripts and batch files together with VS. Can't say I'm a fan of JSON, but I'll try it out.
  2. Why not add one more button: "Spawn with kerbal" and "Spawn without Kerbal"? Personally, I'd add a dialog which would allow the player to select which kerbal to spawn with.
  3. Already addressed by the developers. That was there because of a specific Challenge. It doesn't make sense to spawn a vessel with a random kerbal in it. If you want a kerbal, then either write some code to allow the player to select which kerbal to insert, or launch the vessel from the VAB/SPH
  4. Ok, sounds like something needs an update. Going to be a day or so before I get around to this Thanks
  5. Assuming you have probes, put a probe on top of a flea, put two fleas on each side, nose cones on them and nothing else. Maybe launch almost horizontal also
  6. I did not mean to offend you, for that I am sorry and apologize. Maybe selfish is too harsh, but I was unable to think of any other word at the time. I've been burned by helping another modder fix and improve his mod, and when he just stopped updating it, the mod just died because of the ARR license he had on it. Lgg Thanks, I'll take a look
  7. Here is an updated version of TimeControl: https://github.com/linuxgurugamer/TimeControl/releases/tag/2.5.0 Among other things, the minimize code was removed
  8. Ok. I'll get the AssemblyVersion code in there, along with a sample .version file, will then push it to you
  9. Sharing is not selfish, the ARR is, in that it disallows any other distribution, usage, modificdation, etc.
  10. 1.4.5 released: - Added patch for Omicron - Added patch form Kerbonov-KN2
  11. Ok, CKAN fixed, as soon as someone merges it, it will be available
  12. Will file on Github: Take Command and Vessel Movers' Spawn Vessel function aren't playing nicely with each other REPLICATION STEPS Launch probe. Spawn vessel with command seat using VM and no kerbal is in the seat Place spawned craft on ground (still no kerbal) press escape and exit to space center click on craft missing kerbal and choose to fly it kerbal is in seat now Apparently, when VM spawns a craft like this, there will be a crewmember already in the protoModuleCrew of the part. This is wrong. Looking at the code, I see that you are adding crew to the vessel when spawning it, in this code: // Add the crew member if (part != null) { // Create the ProtoCrewMember ProtoCrewMember crewMember = HighLogic.CurrentGame.CrewRoster.GetNewKerbal(ProtoCrewMember.KerbalType.Crew); crewMember.gender = UnityEngine.Random.Range(0,100) > 50 ? ProtoCrewMember.Gender.Female : ProtoCrewMember.Gender.Male; //crewMember.trait = "Pilot"; // Add them to the part part.AddCrewmemberAt(crewMember, part.protoModuleCrew.Count); } This just doesn't make sense, could you at least make it optional?
  13. I'm going to call this a VM bug, since spawning a craft should not have any crew there already. Will post in the VM thread
  14. That is really strange, especially since the spawned kerbal in the VM vessel wasn't even selected. actually, if you place a probe, then use VM to spawn a vessel with a command seat, place spawned craft on ground (still no kerbal) ... press escape and exit to space center ... click on craft missing kerbal and choose to fly it ... kerbal is in seat now
  15. New Release: 0.8.3: Added support for standard application toolbar for VesselViewPlugin Added Settings page for toolbar support
  16. I see it on spacedock.info, but the ckan entry has a problem. I'll fix it later when I get home
  17. Minor update to change the tech required to initial I'm still hoping someone can make a nicer looking vent
  18. Ok, I have it, but I'm not going to do another release right now, working on something else. Besides, I think you should take that config out of the file so there won't be conflicts For now, just put the following in a file: @PART[O_seat]:HAS[@MODULE[KerbalSeat]]:FOR[TakeCommand] { CrewCapacity = 1 MODULE { name = TakeCommand minimumCrew = 1 } } and when i do the next release, delete it. Thanks, looks good. will be in the next release, in a day or so
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