Jump to content

linuxgurugamer

Bug Hunter
  • Posts

    24,969
  • Joined

  • Last visited

Everything posted by linuxgurugamer

  1. I've been able to replicate it, but have on idea what's going on. It may be something in the model, I can't find anything right now. I'll open an issue on github to remember this, but don't expect anything for a while
  2. I strongly recommend that you use CKAN to install the mods that you want. It will install them correctly along with the needed dependencies. There are some mods which don't support CKAN, if you use those I'd recommend you install them after using CKAN
  3. I'll have an update soon, I will create a new thread when ready to release Mostly minor updates, nothing major LGG
  4. Does not appear to be needed, I think it may be leftover from an older version
  5. For anyone using the ASET ERS rover mod, this patch adds support for it (doesn't really need the NEEDS): // add roverscience module to rover cabs without need for separate part @PART[ERSCabin]:NEEDS[ASET/ERS] { MODULE { name = RoverScience } }
  6. Oh, sorry about that. I will push the release, it just adds some NEEDS clauses Edit: It's there and available
  7. I'm getting an error when trying to load the new craft file. Did you rebuild it or just edit the file? Never mind, it was the game version, I fixed it
  8. Will do. I'll try to get a preliminary beta out in a day or so
  9. Can you try in a new save (preferably in a clean install) to replicate this, and then provide both steps and the Player.log?
  10. Anything is possible, but I'm doing it using a second USMassSwitch, with minor modifications to USMassSwitch.cs and USSolarSwitch.cs
  11. Agree with that, I will take look on it. That would be handled by the USMassSwitch, they all work together. I'm working on an example config for you right now Edit: I'm looking at the code, I see what you are talking about. I'm not sure of the best way to handle this right now, will let you know when I have a solution
  12. New release, 4.0.0.6 Thanks to @leonardfactory for updating the Italian localization Thanks to @leonardfactory for Add localization support for missing US modules strings Thanks to @jamesErvin for updates to the English localization Added DockingCamera support for the AdvancedMicroSatWedge CKAN will be updated to have the DockingCameraKURS as a recommendation in a few minutes
  13. New release, 1.3.8.3 Added the CameraAdjuster. It is available when you set the field : devMode = true in a ModuleCameraModule. Add the following to the part you want to put the camera on, then select "Camera Adjuster" when right-clicking on the part. It will show an arrow showing where the camera origin is and where it's pointing to. MODULE { name = DockingCameraModule devMode = true } Added following fields to the DockingCameraModule public bool canTakePicture = false; // Can this camera take a picture public int cameraHorizontalResolution = 256; // Horizontal res for picture taking public int cameraVerticalResolution = 256; // Vertical res for picture taking public string deployAnimationName = null; // If there is a deploy animation needed to be open before the camera is available public bool openBeforePic = false; // Does the deploy animation need to be open to take a picture public bool oappendix vermicularisOne = true; // relative to the deploy animation, indicates which way is open public string cameraTransformName = ""; public float cameraCustomNearClipPlane = 0f; // Used for clipping the near camera. public bool isDockingNode = true; // Is this a docking node public bool photoDir = "DockingCamera"; // This specifies the name of the directory where any photos taken are saved, inside the Screenshots folder, in a top level directory with the name of the game save
  14. the switch modules are designed to do that and more. They should be able to toggle the panels on and off, including the mass, I'll take a look at it in a few minutes (doing a stream right now modding US2)
  15. Just a suggestion, would be good to get the system specs (specifically memory) from those people who are having problems. I'm wondering if there is some sort of memory issue
  16. Nice Ummm, the solar panels are part of the part, and would be included in the base mass of the part. If you want that to happen, then you can modify the part config by adding a USMassSwitch module (for an example, look at the CylindricalShroud125.cfg, CylindricalShroud1500.cfg, CylindricalShroud250.cfg, US_Quad.cfg, KaSWedge.cfg parts Also, it's C#, not C.
  17. I've finished merging the patch, noticed that the example vessel needs to be updated. do you think you could rebuild it using parts updated with your patch and get it to me? The picture doesn't make it obvious, since I'm not familiar with the parts Nice. config?
  18. How big is the vessel, and would you mind making it available for testing?
  19. That would be fine, the mod isn't stabilized yet, so patches are welcome
  20. That's what I was planning on doing. I will also do a pass to make sure everything has bulkheadprofiles, tags, etc, although if you want to do tags, that would be great as I'm not great at tagging Edit: Just looked at a couple of parts, they already have tags (yay)
×
×
  • Create New...