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iamchairs

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  1. Man oh man what's going on in here. @linuxgurugamer Thanks for reviving this. Sorry for all the bugs.
  2. Don't have time to read all the posts. Anyone here going to rehost KS? If not I can.
  3. Should be fine. If you have any concerns backup your save file.
  4. @wild_bill123 and @FatherLawrence I'd love to fix these bugs. But I don't know how to do that without replicating it myself. Could you tell me which mods- if any- you are using. I could probably solve it very quickly if you guys would send me your save folder, or just the persistence and statefunding files. @FatherLawrence I have a save with 26 quarters and no problems. I have the attachment system and and kerbal engineer mods. I don't know how to replicate this bug.
  5. Nothing in the code removes vessels. Everything is read only- no write. Are you sure you haven't just set everything to stop displaying from the menu at the top of the tracking-station/flight?
  6. Hmm. Interesting. Did you add/modify the governments in `data/governments.settings` ? - - - Updated - - - Thanks. I'll update this.
  7. I added the mentioned modules to the modulealiases and released a new version. Also for the fellow with the low resolution I made the width of the state funding hub a fix 800px.
  8. Is anything showing up in the debug console? (ALT+F2). Did you upgrade from 0.1.0 to >= 0.2.0 without deleting the state funding save first? - - - Updated - - - Bases should be labeled as bases. It also needs to have some electric charge and be able to generate electricity. Finally it needs communication mods. Are you using an "alternate" energy resource (that's not electrical charge). After that you need one "Energy" module and one "Communication" module. Item { name = Communication Modules { Item { name = ModuleDataTransmitter } Item { name = ModuleRTAntenna } } } Item { name = Energy Modules { Item { name = ModuleDeployableSolarPanel } } } - - - Updated - - - I really would like to fix this but I don't know how. - - - Updated - - - PLEASE SUBMIT PULL REQUESTS FOR YOUR MODULES (or for anything else really)https://github.com/iamchairs/StateFunding/blob/master/data/modulealiases.settings
  9. Hmm. What is your screen resolution and what resolution are you playing at? A higher resolution would fix this. Hehe, I like it.
  10. Ok. That's what I've been leaning on mostly. Letting the IDE expose properties and methods (using Xamarin). But it's all guess-and-check. I wish there were an official API.
  11. I've been using this API for development: http://anatid.github.io/XML-Documentation-for-the-KSP-API/index.html But it's basic, not very descriptive in some places, and doesn't contain all the properties and methods exposed. Is there an updated API that I should be using? Also, is KSP open source?
  12. There could be a limit to the amount of satellites needed. But I think it's fair that if your planet is 10 times bigger then wouldn't you need 10 times the amount of satellites? You can still get decent coverage just by sending satellites to all of those small moons and planets first. Noted. Will update.
  13. Nevermind about the new thread. Just staying here as advised.
  14. I have nothing that attempts to replace contracts in the early game. I'm beginning to think against doing my own contracts because there are so many great contract mods out there. If anything I could tie into those. That's a limitation of what I know about the KSP API. How can you tell if a flight gets reverted? I've been playing with no-reverts for so long I forgot you could. Could you PM me your save or just the vessel from your persistence file? The VesselHelper is a helper class for the mod. https://github.com/iamchairs/StateFunding/blob/master/Helpers/VesselHelper.cs
  15. I don't think you understood my post. I'm not trying to police peoples single player games, if I add an opt-in public scoreboard then I wouldn't want it to be susceptible to cheaters. Perhaps. Maybe an on-forum signup would be needed. Sounds like a lot of work to keep updated though.
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