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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Are you using the current version, this is an (I think) an old bug
  2. Understood. Thanks for replying, at least I'll be able to give people answers when they ask.
  3. Not yet, but there is now a small window you can show to pick the symmetry from a button, rather than cycling through
  4. Not a lot, but may take me a day or so to get to it. Why not just install the full EEX, you can disable most of it now from the settings
  5. Yes, that was a special request, it was a custom build and I'll have to redo it. It is not part of my normal build
  6. Ok. Right now there IS a dependency on the RPM dll. It's in the zip, so just copy it over and you should be fine.
  7. @MOARdV Any idea when you will get RPM updated on CKAN? If it's waiting for a non-beta release, any idea when? I have released VesselViewer for 1.2, which works well with the current version of RPM, my CKAN setups are failing right now because of this Edit: CKAN is pulling RPM directly from Github, and since it's still marked as a beta, it isn't accepting it for 1.2 yet.
  8. that's very odd. I'll wait for your logs. in the meantime, I'm working on CKAN installs for toobar-only and RPM-only installs
  9. Links to a Toolbar-only version, RPM-only version have been added to the OP
  10. Right now, it's all packaged together, but will work without RPM. You WILL need the toolbar, though. I will work on the repackaging.
  11. If you are willing, then great. Here is the Github: https://github.com/linuxgurugamer/NSS Looking forward to what you come up with!
  12. Turned out that the mod already had it. So, I decided to take a quick dive into the code, and came up with the following for some documentation: Tweakscale Documentation Table of Contents 1. TWEAKSCALEEXPONENTS 2. SCALETYPE 3. Modules 4. Field Definitions ================================================== 1. TWEAKSCALEEXPONENTS TWEAKSCALEEXPONENTS is used to define how much each value will be increased at each increase in the scale. The standard values are defined in the file ScaleExponents.cfg The TWEAKSCALEEXPONENTS section looks like the following: TWEAKSCALEEXPONENTS { name = Part breakingForce = 2 breakingTorque = 2 buoyancy = 3 explosionPotential = 3 mass = 3 CrewCapacity = 2 Resources { !amount = 3 !maxAmount = 3 -ignore = ModuleFuelTanks } attachNodes { breakingForce = 2 breakingTorque = 2 } } The name references the section name, in the above it's referencing a part, but any module can be specified. The lines reference the same fields in the parts files. If the TWEAKSCALEEXPONENTS is inside a TweakScale node, then the name isn't needed If a field begins with an Exclamation Point (!), then the value is used for relative scaling. If it doesn't, then it is an absolute scale (needs more explanation) the "-ignore" means to ignore that module, not do any scaling of it (???) ================================================== 2. SCALETYPE SCALETYPE is used to define a group of standard values which can be referenced in a module definition with a "type" value. A typical example looks like this: SCALETYPE { defaultScale = freeScale = (true/false) suffix = scaleFactors = scaleNames = minScale = maxScale = incrementSlide = TWEAKSCALEEXPONEdNTS { mass = 2 } } ================================================== 3. Modules Tweakscale needs a module added to the part. The module will look like, and need, the following: MODULE { name = TweakScale type = (scaletype) defaultScale = freeScale = (true/false) suffix = scaleFactors = scaleNames = minScale = maxScale = incrementSlide = incrementLarge = incrementSmall = TWEAKSCALEEXPONENTS { mass = 2 } } All of these values (except for the name and type) can appear in a SCALETYPE entry. So, rather than having to specify all the parameters for each entry, you can define a global SCALETYPE, and simply reference that scaletype as follows, using ModuleManager syntax to insert the module into the part. Note that any field in the SCALETYPE can be overridden when defining the module; the SCALETYPE defines the base values which can then be replaced on a per-part basis as needed: SCALETYPE { name = stack freeScale = true defaultScale = 1.25 suffix = m scaleFactors = 0.1, 0.3, 0.625, 1.25, 2.5, 3.75, 5.0, 7.5, 10, 20 incrementSlide = 0.01, 0.025, 0.025, 0.025, 0.05, 0.05, 0.1, 0.1, 0.2 } @PART[nuclearEngineLANTR] // LANTERN Engine { %MODULE[TweakScale] { type = stack } } ================================================== 4. Field Definitions The individual fields are: name = TweakScale Module name type = References a defined SCALETYPE defaultScale = The default scale, i.e. the number by which to divide tweakScale and currentScale to get the relative size difference from when the part is used without TweakScale. freeScale = (true/false) Whether the part should be freely scalable or limited to destination list of allowed values. suffix = Suffix to the scale scaleFactors = The scale exponentValue array. If freeScale is false, the part may only be one of these scales. scaleNodes = The node scale array. If node scales are defined the nodes will be resized to these values. scaleNames = The names of each scale minScale = depreciated, the minimum scale for the part maxScale = depreciated, the maximum scale for the part incrementSlide = Increment to be used at each level (????) incrementLarge = depreciated, not used incrementSmall = depreciated, not used Feel free to add it to the mod documentation
  13. I'll admit, I don't know what you are referring to :-) Whatever you think, I'll take what I can get. Keep in mind that there IS a tweakscale config for this mod, so the parts can get very large if desired..
  14. I'm looking at adding tweakscale to a part mod I'm maintaining. is there a manual or description, I havent found it yet , could be because I'm on a phone right now
  15. No need, just roll over to the Patreon account (listed in the OP) if you want to provide support
  16. Thank you SO MUCH for getting back with the result and an answer. Too often we (modders) ask a question and get no feedback . I'm glad it's working fine for you now
  17. Received and merged, thanks ANNOUNCEMENT Released for 1.2.1: Available at: https://github.com/linuxgurugamer/VesselViewer/releases/tag/0.8.2 and: http://spacedock.info/mod/923/Vessel Viewer Continued Thanks to @dueb for doing most of the work. I've redone the config window to make it a little more understandable. comments are welcome
  18. Ok, PR is done, and after making some local changes for my build environment, it seems to be working ok in the IVA however, and maybe someone can answer this for me, when in the outside view, using the toolbar and ocnfig, I don't see it animated; the animation works fine in the IVA=. Before I go digging, can anyone confirm that in the outside view it should be this way, or should the animation also be active inthe outside view? Three cheers for @dueb for doing this Thanks Edit: Turned out to be a problem in the initial conversion to 1.1, fixed and working now. Will be releasing a beta soon
  19. Suggestions are always welcome, but I'm wondering if you even tried the mod? You can change the textures on the fly inside the VAB. I'd be happy to include more textures. Take a look in the directory: NSS\TextureSwitch to see what's already there. Thereare the following color textures: Gold;Anthracite;Blue;Orange;Red;Silver;White;Green Re. quixel suite, I assume you are talking about this: http://quixel.se/suite/
  20. Well, duh! All the contracts in that mod had crew requirements exactly as you mentioned, except for the first one which the user reported the problem on :-( Thanks for responding
  21. That may be a CC issue, I'll ask @nightingale. the reward will be fixed in the next release The problem is that the crew isn't specified, so any ship will work. Will fix today Fixed Unmanned Missions, get version 0.3.27: Added crew requirement for first unmanned to orbit and back This will only apply to new contract, not existing ones Released Rover Missions for 1.2.1
  22. Octosat is intended for near earth/kerbin orbit. that being said, I may add some way to scale it up using tweakscale
  23. New release: 0.1.3 Fixed bug where right-clicks were spawning parts in the editor Added code to update asssembly info with version updated toolbar icon
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