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KSP2 Release Notes
Everything posted by linuxgurugamer
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200+ mods. SSDs definitely help. So does a RAMDisk (loads faster than an SSD)
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Add: EEX Cash On Delivery?
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@KasperVld Can you update us on the progress of the Experimentals 1.1.3?
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Make a wish... and have it horribly corrupted!
linuxgurugamer replied to vexx32's topic in Forum Games!
Granted. You don't want anything anymore I wish for another wish -
No, of course not. However, KW Rocketry Redux does work well in 1.1.2 If you are having problems, then speak up on the proper thread. This thread is talking about stock
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Just tried this: [KSPEvent (active = true,guiActive = true, guiActiveEditor = true, guiActiveUnfocused = true, guiActiveUncommand = true, guiName = "Persistent pod name")] public void ActivateEvent () [KSPEvent (active = true,guiActive = true, guiActiveEditor = true, guiActiveUnfocused = true, guiActiveUncommand = true, guiName = "Persistent pod name")] public void ActivateEvent () still didn't work. So it must be something in my code. The vessel is being renamed at staging, I wonder if that's causing an issue Forgot to mention that this all started (it used to work) when I switched from Xamarin to MS Visual Studio. Shouldn't make a difference, but who knows
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This is in a PartModule which is added to all command pods using ModuleManager I have the following code: [KSPEvent (/*active = true,*/ guiActive = true, guiActiveEditor = true, guiActiveUnfocused = true, guiName = "Persistent pod name")] public void ActivateEvent () { GameObject gObj = new GameObject ("PDPNwindow", typeof(PDPN_EntryWindow)); DontDestroyOnLoad (gObj); pdpnEntryWindow = (PDPN_EntryWindow)gObj.GetComponent (typeof(PDPN_EntryWindow)); pdpnEntryWindow.Invoke (this, storedVesselName, Utils.getModulePartParent (this).vesselType, priority); } What's happening is that in the editor, it works on all the command pods. When in flight, it only works if there is at least one crew in the command pod. I also tried this with the "active = true" uncommented. I also tried adding "guiActiveUncommand = true", but that didn't help either. Any suggestions? Thanks in advance
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Let's see, one failure due to fuel starvation, one failure due to a failed landing leg. Neither of which is a problem with the engine design
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You seem to forget that this is a brand new process, and they are still learning. So 3 out of 5 successful landing attempts seems a pretty good success ratio to me, giving the limits of the technology
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[1.2.1] TRP-Hire (formerly KSI Hiring)
linuxgurugamer replied to TheReadPanda's topic in KSP1 Mod Releases
Congrats on making it to this point! Looking forward to a full release. -
@sarbian A question about this: I first implemented it using the following code: public class PersistentDynamicPodNames: PartModule, IVesselAutoRename { and the functions work properly. In fact, I noticed that even when there were multiple parts with this module, the function was only called one time. I then wanted to refactor my code, and tried making it as part of a new vesselmodule class: public class PDPNVesselModule : VesselModule, IVesselAutoRename { but the GetVesselName doesn't get called in this class. I did verify that the class is instantiated, and even that the FixedUpdate function which I put there as a test was being called. I did try to disable the functions in the partmodule, but that didn't help So what am I missing, why does it work when it's attached to a PartModule, but not to a VesselModule? thanks in advance
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Merely being useful does not mean it is required. There are dozens of mods which are useful, but which aren't and shouldn't be stock. You don't need them, they aren't necessary to the game, although they enhance the game. The fact that there are some parts in the stock which you don't consider essential is not a reason to include other parts which you do considder essential. Look at how many mods people have stated "this should be stock". No offense, but you are just another person saying the same thing