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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. I have a working version of TestFlight for 1.2.1 I've done minimal testing (no pun intended) so far, but it's working well. As of now the wheels and motors aren't enabled, they require some extra work
  2. Anyway, you've gotten me interested in Test Flight, which will do a lot of what you want. If I can get it going, then I might be able to integrate the two mods together in some manner
  3. So I'm a bit interested in this mod, specifically in getting it updated to 1.2.1 Would there be interest in helping me test this?
  4. I agree. It would be a major and great feature. When are you going to code it? Probably only needs about 1-2 months of solid work. If I sound sarcastic, I am. What you just asked for is a huge job, with a huge amount of unknowns involved. There is another mod called TestFlight which does some of what you ask, but it hasn't been updated to 1.2
  5. I don't have any large feelings one way or another. I thought well enough of your file to add it as an optional config, if anyone want it. I'm going to look at the ability to change the costs on the fly specifically because of what you brought up. So, I'm sorry if it came across a bit harsh. It wasn't meant to, and you had good input.
  6. But now you have to add the cost for a parts storage bin. Not a big deal. The original mod had it this way, right now I'm not changing that part of it. But. I just figured out how to change the costs on the fly, so might be able to add this as a configuration option in the future
  7. Ummm, to a certain extent, you are changing the intent and scope of the mod and the resource. I'll add this as a disabled, optional config so that if anybody want it, they can have it. A better way would be to be able to adjust the cost on the fly, which is rather difficult given the way the game loads the parts. If I can solve the loading problem related to something else, I may be able to do that here as well.
  8. Single Stage To Orbit. doesn't say anything about what happens IN orbit
  9. I'm updating a mod, and would like to be able to adjust the displayed info (via GetInfo) of a part AFTER a game loads, the reason is that one of the values is adjusted based on the game settings. It's not a problem during gameplay, since I do that on the fly, but I would like the correct information displayed in the editor. I can't figure out how, it seems that all that information is loaded at the time KSP is loaded and before a save is loaded. Any ideas?
  10. Next release will have a multipler for the MTBF and Lifetime, so you will be able to shorten or lengthen the failures
  11. At this time, I've decided to remove the "beta" from the post, it seems to be pretty stable
  12. @Malah any change to get a "Delete All Debris" mini-mod?
  13. Released 0.1.5, with your updates. Please test, thanks
  14. Hi, Another merge completed. also, updated version number and module manager Please update
  15. @Phineas Freak thank you for the PR New release, 0.3.3, removes the duplicated fields
  16. Allright, I've confirmed this, and fixed it. ## Release 0.7.5 Fixed problem where more than one Module of what was being looked for caused InvalidOperationExceptions, due to the fact that the Linux Single() function throws that error if there is more than one
  17. @Angel-125 I'm curious why , in the WBI_Sombrero, you have the following code: //Y-axis of arrayPivot is the pivot //Z-axis of suncatcher2 points to the sun. MODULE { name = ModuleDeployableSolarPanel animationName = empty resourceName = ElectricCharge chargeRate = 0 isBreakable = false pivotName = arrayPivot raycastTransformName = suncatcher2 windResistance = 5 trackingSpeed = 0.25 } //Y-axis of sunPivot is the pivot //Z-axis of suncatcher points to the sun. MODULE { name = WBIDualAxisSolarArray rotationModuleIndex = 0 animationName = Deploy resourceName = ElectricCharge chargeRate = 12.0 retractable = true isBreakable = true pivotName = sunPivot raycastTransformName = suncatcher windResistance = 5 trackingSpeed = 0.25 } This causes the ModuleDeployableSolarPanel to be loaded in 2x, since the WBIDualAxisSolarArray inherits the ModuleDeployableSolarPanel. Caused a problem in DangIt! Continued, since there were two ModuleDeployableSolarPanel when only one was expected. Thanks
  18. Not a problem, I did find and fix the issue. I probably got confused since you were the first to mention it. Thanks for your help
  19. I did reduce the number of mods. I included Entropy with it
  20. I found the problem, and fixed it: 0.7.4: Fixed problem with each additional module added to the parts was increasing the cost of the part by the part cost. In other words, if the base cost of a part was (after the modulemanager ran) 4000, the final cost in the editor was 12000 it's fixed.
  21. Yes, I'll keep working on it. @Deimos Rast pointed this out to me, and submitted a patch, I thought it was fixed. I don't mind having an additional cost, but it should be 3150 more, which should make the cost 3750. It's over 10k, so I'll have to do some digging about it
  22. The MTBF and Lifetime are measured in hours Try deleting that last section in the SpareParts, re. the cargo bay, it should go back to normal Sorry, that was a new section, I'll have to figure out why it is going crazy
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