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Everything posted by Aelfhe1m
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[1.12.x] Filter Extensions, no Localization for now
Aelfhe1m replied to linuxgurugamer's topic in KSP1 Mod Development
@linuxgurugamer The localisation is messing up many of the SUBCATEGORY entries (e.g. parachutes, launch clamps and many others). The problem seems to be that when the "name = fe_*" line gets localised it breaks the references in the CATEGORY blocks. Example in spoiler Suggestion - add a displayName field to CATEGORY and SUBCATEGORY for display in the GUI and apply localisations to that field with keys that don't clash with the names. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Aelfhe1m replied to RoverDude's topic in KSP1 Mod Releases
Version 2.6.23 April 2016 -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Aelfhe1m replied to RoverDude's topic in KSP1 Mod Releases
But the %MODULE line has no HAS clause (implicit or otherwise) to tell MM what module it's supposed to conditionally edit/insert An alternative syntax that's closer to your original would be: -
Resource consumption example code
Aelfhe1m replied to fatcargo's topic in KSP1 C# Plugin Development Help and Support
Here's a bare skeleton. You'll also need to add code to handle turning the isRunning flag on/off etc. Persistence of resource values is automatic so no need to add anything for that. public class MyPart : PartModule { [KSPField(isPersistant = true, guiName = "Running", guiActive =true)] public bool isRunning; [KSPField] public string requiredResourceName = "ElectricCharge"; [KSPField] public double powerConsumption = 10f; // 10 units/s void FixedUpdate() { if (isRunning) { // power consumption var required = TimeWarp.deltaTime * powerConsumption; if (ResourceAvailable(requiredResourceName) > required) RequestResource(requiredResourceName, required); else OnNoPower(); } } private double ResourceAvailable(string resource) { var res = PartResourceLibrary.Instance.GetDefinition(resource); double amount, maxAmount; part.GetConnectedResourceTotals(res.id, out amount, out maxAmount); return amount; } private float RequestResource(string resource, double amount) { var res = PartResourceLibrary.Instance.GetDefinition(resource); return (float)this.part.RequestResource(res.id, amount); } private void OnNoPower() { ScreenMessages.PostScreenMessage($"Not enough {requiredResourceName}"), 5f, ScreenMessageStyle.UPPER_CENTER); isRunning = false; } } Note this is not optimised. Caching the resource getdefinition would be one place to start. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Aelfhe1m replied to RoverDude's topic in KSP1 Mod Releases
@voicey99 Try this: Add tether to any command part that doesn't already have it. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Aelfhe1m replied to IgorZ's topic in KSP1 Mod Releases
When parts stop stacking in KIS inventory there will be another mod that has added a module to the part that is not in the KIS allowed modules list. Load GameData/ModuleManager.ConfigCache into a text editor Search for the part that should be stacked (e.g. find "name = KAS_Strut1") Make a list of all the MODULE { name = X ... } entries in the part Search for "StackableModule" and compare the module names there to the ones you found Create a moduleManager patch for the missing module names e.g.: -
Modual Manager Help
Aelfhe1m replied to Twitchi's topic in KSP1 C# Plugin Development Help and Support
After the first time the game is loaded with MM installed the GameData/ModuleManager.ConfigCache file will have a complete copy of the current configuration that you can search through and refer to when you want to change something. The config cache file is not generated if any patches throw a breaking error in MM however. -
[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
Aelfhe1m replied to nightingale's topic in KSP1 Mod Releases
There is a crystal growth experiment supplied by some of the Wild Blue Industries mods. You'll need to configure an appropriate part as a science lab and load the experiment into one of the available slots (or use the LDEF parts if you have M.O.L.E. installed). Publish the screenshot on an image sharing website (e.g. imgur.com) then paste the share link into a post here.- 469 replies
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Modual Manager Help
Aelfhe1m replied to Twitchi's topic in KSP1 C# Plugin Development Help and Support
Lot's of text in KSP is case sensitive. In this case it's "start" not "Start". -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
Aelfhe1m replied to nightingale's topic in KSP1 Mod Releases
Mass of the vehicle when Pe > atmosphere height. -
With Pathfinder the Gold Strike prospecting game mechanic makes it relatively easy (especially if you're using Bon Voyage) to set up a mining rover to go find and dig up valuable resources on Kerbin for a few million a trip. Not quite as fast a money spinner as Karborundum harvesting I'll admit but less hassle for better rewards than many contracts.
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It's been quite a few versions since the vets were immune by default. If you want that behaviour it is a configuration option that's available by clicking the USI-LS green cube icon on the main space centre scene to open the Life Support Setup dialog.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Aelfhe1m replied to RoverDude's topic in KSP1 Mod Releases
The version of USI Tools in the MKS 0.53.0.0 zip (the most recent) is 0.10.0.0 but there was a hotfix version (0.10.1.0) released very quickly after that which you can get from the link in my previous post. This fixes problems with the custom categories. Read the section on logs carefully. The file will be in a different place depending on which OS you're using and for Windows on whether you're running the 32bit or 64 bit version and if you have the game installed in c:\program files or somewhere else. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Aelfhe1m replied to RoverDude's topic in KSP1 Mod Releases
Make sure you have the most up to date version of USI Tools installed. If that still doesn't work then post a link to your log files ("How to get support") and we'll try to figure out what's wrong. -
[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
Aelfhe1m replied to nightingale's topic in KSP1 Mod Releases
The list of KSC "mini-biomes" recognised by CC is hard-coded (here). To add missing biomes (e.g. flagpole, tracking station dishes, R&D sub-buildings etc.) would require a code change and the CC DLL to be re-compiled. That would probably be up to @nightingale Edit: If you have the coding skills it could also be done by writing a CC extension and then modifying contracts to use that.- 469 replies
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@ss8913 To get AT_Utils to compile in VS2017 you just need to go into project properties and change the target framework to .net 3.5 (after updating the references). It looks like monodevelop which @allista uses writes the .csproj file differently (or ignores it? I've never used monodevelop so can't comment) but the GitHub version definitely list .net 2 as its target on this line - changing that either in VS or a text editor is all that's needed. Edit: I've only tested whether it will build - not whether the built DLL works correctly.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Aelfhe1m replied to nightingale's topic in KSP1 Mod Releases
@Twitchi I was able to get your example contract to work using the following changes (not sure if all are necessary but when in doubt remove spaces) Removed spaces from AGENT/name and added a title with the spaces included Removed spaces from CONTRACT_GROUP/name (displayName already had a spaced variant) Update CONTRACT_GROUP/agent with unspaced name Updated CONTRACT_TYPE/agent and CONTRACT_TYPE/group with unspaced names Commented out the empty CONTRACT_TYPE/DATA node. Edit: Oh and when debugging messages looking inside GameData/ContractConfigurator/logs can be helpful.- 5,201 replies
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Rated burn times for engines are a key feature of TestFlight. The detailed part information in the VAB includes maximum burn times for each engine variation and if you try to burn the engine for longer than that then its failure chance goes up VERY rapidly. For example the rated burn time of the early tech aerobee (WAC corporal) engines is only 50 seconds. More advanced engines later in the tech tree and engines designed for deep space probes will likely have longer rated burn times.
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Whatever's easiest for you. I watched NathanKell's RP-0 tutorial campaign and some of those videos are over 3 HOURS long! If a videos too long for a single sitting or I get interrupted then I can always come back to it later.
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[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
Aelfhe1m replied to nightingale's topic in KSP1 Mod Releases
ModuleManager patches with CC_EXPERIMENT_DEFINITIONS blocks contain rules for how Contract Configurator treats various experiments. Several such files are contained in the GameData/ContractConfigurator/science folder. Field research or other mods may also define their own CC_EXPERIMENT_DEFINITIONS blocks. (searching ModuleManager.ConfigCache for CC_EXPERIMENT_DEFINITIONS will show you all of them) The USI.cfg file in the aforementioned folder has sections for the pack rat camera and each of the SR experiments. The latter have "ignored = true" in their definitions which is why they are not seen by FR contracts.- 469 replies
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