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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Actually, you can launch a plane from the launchpad. You will have difficulty taking off, but the game will let you
  2. I'll look into seeing if Hyperedit has an API, I'd rather not have to copy it's code. But what I would see is something like the following: Press the sim button to start. A dialog would pop up, with a dropdown to select a planet to start at, and orbit to be at, along with a large button at the bottom to start the sim.
  3. I'm doing some minor work on HoloDeck, including adding a toolbar button to start the simulation instead of the dialog, and also fixing a bug where if you start a sim without a ship, the save file gets messed up. I've been in contact with the original author, and his only request (other than to maintain the license and provide credit) was that the name be changed if I do release this. So, I have a few questions for all of you: Suggestions for a new name suggestions for enhancements If you are an artist, I would consider the donation of an icon. Right now, I have a simple button with the letters SIM on it I already have it working with a button and removed the other dialog info (actually made it simpler)
  4. Subject says it all. I'm doing some work on HoloDeck (may release it eventually under a different name at original author's request). I need to know if, while in the editor, there is anything there. The docs are not obvious. Thanks
  5. Huh? What are you referring to, my patch? I just posted a patch which will add the docking camera to all docking ports
  6. We need to see the cfg file, you might have a syntax error
  7. Just found that the patch to add cameras to all docking ports is somewhat incomplete. It is missing the following that I know of: From VensStockRevamp: ParaDockingPort, Clamp-O-Tron MK 16-XXL Docking Port and more in SpaceY, etc. Adding the following code to the end of the file: DockingPortCameraPatch.cfg adds the camera to all docking ports not listed in the file: // Add the camera to all remaining docking ports which aren't // listed above @PART[*]:HAS[@MODULE[ModuleDockingNode],!MODULE[MuMechModuleHullCameraZoom]]:Final { MODULE { name = MuMechModuleHullCameraZoom cameraName = NavCam cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 cameraPosition = 0, 0.07, 0 cameraFoVMax = 80 cameraFoVMin = 80 cameraMode = 1 } } I would have done this on github, but there isn't a github repository. Also, the source code is residing on Mediafire, please note that the forum is totally disallowing links to mediafire. I'd suggest moving the code somewhere else (github is my suggestion) ============================================================== Can the latest source code please be made available, according to the forum rules? Currently on mediafire, it is version 0.3, but the download is 0.51 Thanks
  8. The patch to add the camera to all docking ports is using the part name, and there misses any docking port which doesn't begin with "dockingPort", such as the one in VensStockRevamp: ParaDockingPort, Clamp-O-Tron MK 16-XXL Docking Port. I suggest replacing the @PART[dockingPort*] with @HAS[@MODULE[ModuleDockingNode]]
  9. Quoting from the Hullcam thread: - Added docking camera, filters and target readouts to all docking ports. And I use CKAN to install most of my mods. I'm trying to avoid doing manual changes to cfg files (including deleting them). But I like the camera so much, I might just do it anyway :-)
  10. I like the camera, but I use HullcamVDS, which this appears to conflict with regarding a camera on the docking port
  11. @AdamMil, Do you have this customized version up in Github yet? I would suggest forking the original and then saving your changes there, would make it easy to push back to the original
  12. Does the level of the tracking station have any effect on the range?
  13. I looking to learn some more about the environment, to improve my current mods and write some new ones. I've used and seen the following, but don't have a clear explanation: [KSPScenario(ScenarioCreationOptions.AddToAllGames, new GameScenes[] { GameScenes.SPACECENTER, GameScenes.EDITOR, GameScenes.FLIGHT, GameScenes.TRACKSTATION })] [KSPField(isPersistant = true)] [KSPAddon (KSPAddon.Startup.EditorAny, false)] Can someone point me to some documentation which will explain these (and any others)? I've been looking, but obviously haven't used the right searches Thanks in advance
  14. No, it's not WASD. I just removed it and still have the problem. Sorry to say, it's the mod itself. Here is how to reproduce the problem: Install mod in totally clean game enter game, click on VAB Click on a command pod, then, WITHOUT PASSING MOUSE OVER THE COMMAND POD, click on the launch icon Now move the mouse over the displayed menu. Notice how the buttons don't get highlighted as you pass the mouse over Now, click Cancel Launch Move the mouse over the command pod. No need to click on it, just highlighting it is enough Now click the Launch button Move the mouse over the displayed menu. See how the buttons are now highlighted Once it starts working, it continues to work The workaround is fairly easy, it's to move the mouse over the vessel before launching. I found this because I went into the VAB to test a vehicle, I loaded it up and them immediately went to the launch button without ever moving the mouse over the vessel. I hope the fix is easy, I'd really like to see this continue
  15. Fixed. For right now, I just disabled the ability to change modes while a part is selected, it will display a message if you do try to do it
  16. an alternative would be to disallow changing modes while something is selected. But I'll take a look first, may be simple
  17. No idea, but I'm able to reproduce it. I probably won't get to it until the weekend, although if I get some time in an evening I will see what I can do
  18. Found the offender, it's WASDEditorCameraRedux. Since I'm maintaining this, I'll have to figure it out. Apparently when the WASD is active, it seems to override the mouse on the menu, but only some of the time. What's even stranger is that all I need to do is mouse over a part, then it works. So at least I have a clue Edit: See my last post, it's a bug in the mod
  19. Not for me. Just tried this in a 1.0.5 on Linux, with a bunch of other mods, and, other than getting the initial dialog which asks to simulate this flight or not, I don't see this when in the flight scene: http://i.imgur.com/VkEQ8kv.png Update: Tried it in a clean install, it seems to work. So there is some interference with/from other mods (I have nearly 200 installed). I'll see if I can narrow it now. A clue was that moving the mouse over the three buttons didn't highlight the button it was over Edit: See my last post, it's a bug in the mod
  20. Question: since this defaults to WASD mode when first entering, I assume that you switched out of it (back to normal by using the Alpha5 key) first, then selected a piece, and then hit the alpha5 key to go back in?
  21. This is excellent. Once I can replicate this, it should be fairly easy to find. Thanks
  22. For those interested: I'm developing a rover checklist for the WerherChecker mod. I'm very interested in hearing what you would consider to be necessary for a rover. To start this discussion off, here is what I'm starting with: Control Source (ie: command module) Wheels Lights Power Source Electricity storage Communication Science I look forward to your ideas and suggestions.
  23. For all who visit: I'm developing a checklist for the WernerChecker mod to have a checklist for space stations. So I'm interested in your ideas as to what should be included in this type of checklist. To start this off, here is what I would expect to check before launching: Control Source (ie: command module) Reaction wheels RCS SAS (?) Power Source Electricity storage Communication Science Docking Ports Looking forward to your ideas, thanks
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