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Everything posted by linuxgurugamer
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Is it possible to have an array or list of information stored as a persistent field in the game file? I know I can do strings, ints, etc. I'd like to avoid having to convert an array of ints to a string and then decode it back when the game loads.
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I have more to learn, but: I added the IVesselAutoRename to my PartModule class, and it seemed to work: public class PersistentDynamicPodNames: PartModule, IVesselAutoRename Still a bit concerned that it might be called multiple times for the same ship, especially if the ship has multiple command pods in the inactive section, but testing will show me what happens. Any additional pointers would help @sarbian, but thanks "No." Ummm, "Yes", thanks to @sarbian and some research
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Funny you should say that, that is exactly what I'm writing: Persistent Dynamic Pod Names. Unfortunately, the game still appends the craft type to the name after staging, but only to the staged parts which are not active. My test case is the following stack: Top part: MK1 Command Pod Middle part: MK1-2 Command Pod Bottom: PPD-12 Cupola Each separated from the other by a stack separator. Set the staging to go from bottom to stop, then launch the ship. Stage everything, then look at the ship names. The bottom one will have "Lander" appended, the other two will have "Ship" appended @sarbian I saw that, but don't know enough about c# to understand it properly. Right now my code inherits PartModule, if I also inherit the IVesselAutoRename, and implement the "GetVesselName", will that override stock? I'll do some digging, but if you could point me to an example, that would help. Thanks
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I've got some cash- what Flight Sim to buy?
linuxgurugamer replied to ZooNamedGames's topic in The Lounge
X-Plane, more up-to-date than FSX -
KSP bumper stickers T-shirt slogans
linuxgurugamer replied to K77LostNSpace's topic in KSP1 Discussion
Bill Watterson said it best: 'Sometimes I think the surest sign that intelligent life exists elsewhere in the universe is that none of it has tried to contact us.' -
They land on sand, but aren't reusable.
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parachutes are heavy. Desert is sandy. Imagine sand in a rocket engine? Also, in order to land in a desert, would require launching over land, something no one really wants to do
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[1.8.x] CraftHistory - 2.2.1 - 18.10.2019
linuxgurugamer replied to SpaceTiger's topic in KSP1 Mod Releases
The update is being worked on, read the last 2 pages of the thread -
You take it to the CKAN thread. Or post an NetKan issue report. There is a link in the OP of the CKAN thread. To complicate matters @RoverDudedoes do his own NetKAN. I have already be directed to raise an Issue with him. Although I honestly think in this case it is not a problem with sounding rockets. Without any help from Module Manager. The mods in Gamedata go through alphabetically I think. USI mods come in later in the default load order. So a past error in Surface Experiments. Was a typo that was breaking our ScienceDefs which broke any that loaded afterwards. That typo has been fixed now. So that leaves a NetKAN bot picking Surface Science Experiments automatically from Spacedock and doing the indexing. With that last change 7 days ago. Therefore take it to the CKAN people. If the bot needs to learn both mods are now compatible. I don't know what you are smoking, but you are wrong. I suppose you are thinking that anything uploaded to Spacedock can automatically have a netkan created. That's true, but many times it's not correct, and besides, it doesn't include any dependencies, suggestions or anything else. If a mod has an unusual layout, it needs to be custom designed. RoverDude does not like CKAN, and he doesn't do his own, they are handwritten by the CKAN people. Anytime a .netkan has "depends", "recommends", "suggests", "filter" or anyone of a number of other special keywords, it is a handwritten .netkan and, if there is a conflict with another mod, will sometimes need updating by the author. I'm speaking as a mod author who has helped other people with their .netkan files as well as all of my own mods; Spacedock cannot handle my mods. For a not-so-simple example, take a look at KWRocketryRedux. There are actually 3 .netkan files used: KWRocketryRedux.netkan KWRocketryRedux-GraduatedPwr.netkan KWRocketryRedux-InstantPwr.netkan and any KWRedux install actually needs two of them; the requirements and dependencies are handled inside the hand-written files Since SoundingRockets was written by Roverdude, and he doesn't support CKAN, it is appropriate to contact the CKAN people about that particular mod
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looks like it's written in Applesoft
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[1.8.x] CraftHistory - 2.2.1 - 18.10.2019
linuxgurugamer replied to SpaceTiger's topic in KSP1 Mod Releases
Ah, ok. thanks for the explanation -
[1.8.x] CraftHistory - 2.2.1 - 18.10.2019
linuxgurugamer replied to SpaceTiger's topic in KSP1 Mod Releases
thank you. So if you don't intercept the call, how do you make CraftHistory work? -
[1.8.x] CraftHistory - 2.2.1 - 18.10.2019
linuxgurugamer replied to SpaceTiger's topic in KSP1 Mod Releases
Oh, I don't want to depend on CraftHistory. I just need to update a module in all the command pods with current data ok. If that's not available, then how can I detect anytime a command pod is added to the craft? -
[1.8.x] CraftHistory - 2.2.1 - 18.10.2019
linuxgurugamer replied to SpaceTiger's topic in KSP1 Mod Releases
I have a need to be able to call a function when a craftfile save is done. This function needs to be called before the file is saved so that some data values can be updated. Since I don't see the new code on Github yet, can you tell me how to do this? Thanks in advance LGG -
Well, since I'm already adding a module to every command pod, I'm just going to add this data field to each one and then add code to keep all the command-pods up-to-date in regards to this field. Not too happy about it, but seems that there is no other easy way to do this. Can you show me how to do that? I'd like to be able to have a function called whenever a save of a craft file is done, haven't yet figured out how to do that. Thanks