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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Moar boosters needed Actually, nothing says you have to do it in one go. So why not set up a fuel manufacturing facility on Eve, and put a station in orbit, and then you can boost smaller amounts of ore up to the station. You may want to get the ExtraPlanetry launchpads for this
  2. Sorry to say, none of those images are available
  3. If kerbals are in a station and run out of food, do they go on strike or "poof" back to the space center?
  4. Actually, you can launch a plane from the launchpad. You will have difficulty taking off, but the game will let you
  5. 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.
  6. 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)
  7. 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
  8. Huh? What are you referring to, my patch? I just posted a patch which will add the docking camera to all docking ports
  9. We need to see the cfg file, you might have a syntax error
  10. 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
  11. 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]]
  12. 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 :-)
  13. I like the camera, but I use HullcamVDS, which this appears to conflict with regarding a camera on the docking port
  14. @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
  15. Does the level of the tracking station have any effect on the range?
  16. 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
  17. 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
  18. 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
  19. an alternative would be to disallow changing modes while something is selected. But I'll take a look first, may be simple
  20. 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
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