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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. 200+ mods. SSDs definitely help. So does a RAMDisk (loads faster than an SSD)
  2. @KasperVld Can you update us on the progress of the Experimentals 1.1.3?
  3. Granted. You don't want anything anymore I wish for another wish
  4. 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
  5. What's on CKAN and Spacedock are the latest. I am busy with another mod right now, when I get it done, I'll be revisiting this.
  6. Well, that's what I'm trying to do, but getting errors edit. It helps to put it in the right spot. Thanks for the help, I got it working
  7. Oh, I just found the problem. For some reason, after the staging event, the following two parameters are set to false: guiActiveUncommand = False guiActiveUnfocused = False I saw this in the persistent file. So now I need to figure out why, and how to reset them back to true.
  8. 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
  9. 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
  10. 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
  11. 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
  12. I don't think so, but it's been a while since I wrote it, so I'd have to check. Easiest way to check is to set it up, pause the game for a minute and then check the time
  13. Congrats on making it to this point! Looking forward to a full release.
  14. Ummm, did you read anything above? I found at least two different mods which implemented grid fins, and I believe that someone else also found another mod with grid fins.
  15. I have to add a partmodule to every command pod anyway, this will just be a part of it. Thanks
  16. The solution will be to have the code in the PartModule actually call the code in the VesselModule. It's a hack, but will work. Keep an eye on my posts re: PersistentDynamicPodNames, I hope to release in one to two weeks, and it will have a solution implemented
  17. :-( Ok, so at least I know what's going on. I know how to work around this, just makes the code a little messier Thanks
  18. @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
  19. Also, Sounding Rockets, which IS current, has at least 3 different sizes of grid fins
  20. Here you go. this was posted on June 1, so I assume it is for 1.1.2. It has other stuff, and also includes grid fins. Took about 2 minutes to find:
  21. 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
  22. Well, if you feel so strongly, then go ahead and make the parts as a mod and then submit it to Squad for possible inclusion
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