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Li0n

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Everything posted by Li0n

  1. Unfortunately you're right. The second NEEDS: get ignored, should have tested more... I'll edit my previous post to not give false hope to future readers. So there is no *easy* way of checking for a subdirectory ? Is it something you consider adding ?
  2. @sebi.zzr, @Sigma88 thanks for the info (I should have read past the first post...)@linuxgurugamer I think I don't found a way to check subdirectory with NEEDS:.
  3. I have the same problem looking for Karibou inside UmbraSpaceIndustries, this should work : @PROPELLANT:FOR[Firespitter/Resources]:NEEDS[Firespitter/Resources] Not sure if the NEEDS: is of any use here but it work, if someone has more info on how FOR / NEEDS work I'd like to hear
  4. done https://github.com/BobPalmer/Karibou/issues/51
  5. @jared not sure it is relevant to your problem but *I think* that docking port need to back off a little from each other before they can dock again. If you just spawn your base at the runaway and have no way of moving it you can't test the docking mechanism *again, I think*. PS : welcome to the forum
  6. Hi @RoverDude I found a little issue with the Passenger Cab, in flight view there is no portraits for Kerbals inside it. Maybe it is a design choice, the Passenger Cab holds 10 crew members and it can be a pain to search them for Jeb ? If it is an issue I can make a pull request on github, easy fix : just add an INTERNAL module to the part.
  7. @Jimbodiah *I think* this is possible with the upgrade system (new to 1.2). Look at this thread / mod : The engine use the upgrade system, no idea if it will work for science experiment but you can look at theirs cfg and at Upgrades.cfg (engine folder too) for inspiration
  8. Big thanks for maintening this mod (along many others). Keep up the good work
  9. Very nice, I was thinking about adding that function to my mod, Crew Light. No need anymore, thanks.
  10. Hi @Alshain thanks for your little but very useful mods. I noticed a typo error in your OP : the spacedock link for Advanced Tweakables Button point to github.
  11. @Boomerang glad you like it and thanks for the report I download NF and look into it.
  12. Hi @DMagic thanks for you hard work on all your mods. I have a suggestion / feedback for Portrait Stats : Currently the crew transfer button brings the transfer menu for the part the kerbal is in, so it show all the kerbal in the part and need a click on "Transfer" before showing the highlighting of crewable parts. Would it be possible to skip the stock transfer menu ? Having the highlighting show right after clicking on the portrait button ?
  13. @Nereid @Crzyrndm Thanks for the reply. I will also change the other for loops. I was trying to do things right but foreach will be more clearer. Thanks.
  14. @Rhedd Very glad you like my little plugin, wait to see the new feature : distant vessel will light as you approach them, looks very cool. For you request about switching lights off when a crew leave a part, I wasn ´t go for it initially but after more testing I agree it will looks cooler wait and see... @Nereid About storing the list of crewed part in the persistent file, I need to test the time it takes to check all vessel at startup before going the way of writing it in persistent.sfs For your second point about the clearity of the code, you change the for loop to a foreach, i readed somewhere in the forum that foreach loop shouldn ´t be used anymore (since 1.1 ?) not sure it is relevant here
  15. Well I find a way to illuminate a distant ship : void DistantVesselLight(Vessel distantVessel) { for (int i = 0 ; i < distantVessel.parts.Count ; i++) { if (distantVessel.parts[i].CrewCapacity > 0) { if (distantVessel.parts[i].protoPartSnapshot.protoCrewNames.Count > 0) { Light (distantVessel.parts [i]); } } } } Triggered with OnVesselGoOffRails() As @Nereid says, not a good idea to do this when approaching a huge base/station so I now need a way to store those info. Not sure how to do this, do a check on all vessel when the game starts then create a list of crewed part by ship and update this list when a crew change / a new vessel is lauched etc ? Should be quick when a ship comes in range but it seems a heavy load at startup for a save with a lot of ship / colony... I will try this... ...tomorrow...
  16. Thanks for the update, stock contract quickly become boring
  17. @Diazo Thanks for the idea, I m not at home right now but I will check it later. @Gryffyn The CrewLight.cs is the source code file, you can safely delete it (the license file too). Hope you enjoy the mod.
  18. There is a ProtoCrewMember.KerbalRef.InPart , this is what I used for the active vessel. But for the distant one KerbalRef == null. And I haven't found a way to get the part directly from ProtoCrewMember I'm done for tonight, thanks for the help, I'll continue the investigation later
  19. I'm not sure Part.RegisterCrew() is an event, it doesn't return anything (again I'm new to KSP modding...) I tried this : void OtherVesselLight (Vessel otherVessel) { for (int i = 0 ; i < otherVessel.parts.Count ; i++) { if (otherVessel.parts[i].CrewCapacity != 0) { otherVessel.parts [i].RegisterCrew (); } } StartLight (otherVessel); } Triggered by GameEvents.OnVesselGoOffRails() But nothing appends.
  20. @Diazo thanks, I deleted the Update() method and add a StartCoroutine(), at the end of Start(), which wait 0.1s before toggling lights. Looks cleaner For the Part class, I found a Part.CrewCapacity which return an int (number of seats in this part) but nothing to check if the part is occupied in this class. (well I find Part.RegisterCrew() and Part.UnRegisterCrew() but no comment on those and monodevelop won't let me use them without the right reference or "using", no idea which one I need...) Imagining this will work, I'll have to check every part of the vessel to find the one occupied, not sure if it is a good idea with a big ship, performance wise.
  21. This thread is now closed, the new one is here Hi fellow kerbonauts After years of downloading and enjoying mod from the great KSP community it's time I do something myself, so here it is : Crew Light At the beginning it was a very simple plugin that turn on the light of any part currently occupied by a Kerbal. It works when you jump to an unlighted ship and when you transfer a Kerbal to an unlighted pod / passenger cabin / laboratory. Now, I like to see it as an automatic light manager, lights are divided in three group with different behavior : Light in crew part, they are automatically toggled when a Kerbal enter/leave the part Light in the Light Action Group, they behave as usual, lighted by clicking the tiny green button or hitting the Light shortcut Others lights*, and lights on kerbal's helmet, will turn on when the sun falls and off when it rises**. And when reaching 20m below the surface**. For a better experience it also remove the crewable part from the Light action group. So you can turn on the headlight of your rover without your crew cabin going dark. ** Last function : when approaching a vessel its lights will blink, sending you a welcoming message after years of space travel in the dark immensity of space. ** And as a bonus : Kerbals on EVA can toggle light for every part, except crew-able one. It should work with every light from every mod but if you find one that don't please report it to me and I'll do what I can to make it work. * : By default all light belongs to the Light Action Group, if you want them to respond to the sun rise/fall you need to remove them manually during construction or with Action Group Extended in flight ** : Can be disabled/tweaked, more on that below : Configuration file : Located in "GameData/CrewLight/PluginData/Settings.cfg", the game has to run once for the file to be created. Contains the following settings : A great thanks to @Malah for his "Quick Mods" (good code to look at for getting started), all the maintainer of the KSP API and all the modders around here I follow for some time now. And to @Nereid and @Crzyrndm for answering my noob's questions Download from SpaceDock or GitHub This mod bundle a .version file which can be use to check if a new version is available if the mod KSP-AVC is installed. Change Log : Source code (also include in the archive at SpaceDock) License (MIT) :
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