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Everything posted by Warezcrawler
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Ohh... Great.... I should have mentioned that I'm playing 1.05 currently.... Just waiting for all my core mods to be updated and stable.... Then I'm off to 1.1 for good
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@-MM- I noticed that when using R&D to increase thrust and ISP on the Rapier engine, the effect is only for the primary (air) mode. Would you consider that a bug? I looked, but I did not find a workaround for that... Maybe the R&D plugin should loop all engines in the part and add the improovement? Alternatively adding feature to select which one to affect, even though I think the latter would be more difficult to add. What do you think?
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Well I could se you would want to go back on a wrong disposition. The thing just is... If you spend time + money on R&D you can't really go back can you? Patents maybe, but not actuals R&D. I like it as it is
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Warezcrawler replied to sirkut's topic in KSP1 Mod Releases
Well it is simply a design limitation, but it would be great Without it. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Warezcrawler replied to sirkut's topic in KSP1 Mod Releases
Is there any chance that the issue with IR and docking port can be fixed in KSP 1.1, or does it look like you are still unable to resolve that issue. It would be amazing if that issue would go away -
KSP.UI.Dialogs.FlightResultsDialog?
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Is it really.... I have to take another look then
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Well if you don't like it, then that's that. However, I don't think I agree. I didn't watch the video, and just loved it from the beginning. Makes node handling rather easy and fast! But it wouldn't be a dealbreaker for me. I noticed that we are missing some functionality we had in 1.05. Is that because of 1.1 have changed some things? Will you be aiming at bringing it back?
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Love that you are updating this mod. A while ago I was planning on a mod like this one, but this one is simply better than what I could have achieved Keep up the good work. Happy coding.
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I haven't played too much in 1.1, but I have not observed node disapearing on me yet. Though you are not the only one reporting it. Are you sure that is related to Precise Node?
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Just checked it out. The exeption is gone You still have a lot of debug logs showing NaN, however I'm sure you already know that. Love the trajectories +/-. Comments: I liked that editing using PreciseNode was only one button using left and right mouse tabs to increasea/decrease. You think you will bringe that back eventually? The new windows is really large, like the new nav ball. You think you might shrink it? I would love that the ole size was better. This mod is a must have for me, even if MechJeb has one, this one is just better. Keep up the great work.
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Physics settings
Warezcrawler replied to FreeThinker's topic in KSP1 C# Plugin Development Help and Support
Try "PhysicsGlobals." The list corresponds to Physics.cfg- 2 replies
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[1.2.1] GTIndustries (Updated 24-11-2016)
Warezcrawler replied to Warezcrawler's topic in KSP1 Mod Development
Another update. Now this update bring us into a beta. Key functionality have been implemented, and now the next step will be to create MM patches to stock engine to include in the mod. Please do not hesitate if you have issues or suggestions for further development. @FreeThinker I finally got the effects to update as needed. Thank you for the suggestion and help. [1.1] KSP Engine Switch 0.6-beta Change status from alpha to beta main functionality now implemented Engine Switch Engine Effect switch Intake Switch Latest changes Effects are now updating when switching Effects are no longer running wild when loading scene The rest of the effects are now implemented. -
Hi I just tested Precise node 2.0-pre with KSP 1.1. I noticed an exeption in the log while debugging my own plugin. @Morse If you need more info, just ask. I've included my log file below. If you think it might be related to other mods I'm running, just say so. I will run some test on that if you think it's needed, but I don't think they are related. Log file MOD List: CommunityResourcePack FTLDrive (I've patched this myself) InterstellarFuelSwitch PreciseManeuver Engine Switcher (my own mod)
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I found a way. Somehow the effect animations did not reset correctly. I was succesfull in getting the effects to reset by doing two things. For the animation of effects running af scene load, I used the monobehavior "invoke", and introduced a short delay of 1 sec at scene load. //I used this Invoke("updateEngineModule", 1f); //and it replaced updateEngineModule(); next issue was when switching between engine configurations, the effect again did not update correctly. Apparently I had to disable 3 Fx methods to achieve that the new effects could take over correctly, and not having to old ones running indefinately. currentModuleEngine.DeactivateLoopingFX(); currentModuleEngine.DeactivatePowerFX(); currentModuleEngine.DeactivateRunningFX(); Special thanks to Shadowmage and FreeThinker for helping me at this matter. Happy coding
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[1.0.2] FTL Drive (Updates on development)
Warezcrawler replied to krh42's topic in KSP1 Mod Development
I have made a quick fix on the FTL Driver MOD, for KSP 1.1. I just tested, and found that it seems to work as the original, just on KSP 1.1. Don't expect it to work on prior KSP versions. Changes: Fixed soundmanager. Fixed DLL references Recompiled FTL Driver for KSP 1.1 I hope krh42 will return and maintain and develop his mod eventually. But until then feel free to use the above link. All credit goes to krh42, and licence is as he stated. Enjoy -
I tried the Onload method in several ways, but it does not seem to change anything part.Effects.OnLoad(copiedEffectsNode); I've even tried using confignodes to copy the entire engine module, and reload it into the part..... Maybe I'm doing it wrong, but it basically did nothing for me. To restate my issue: When loading a scene, the FX is just running, disregarding that the engine is of. The FX running is also the parts normal FX and not the one I set in my mod. The FX is reset to the right one if I do manual switch by UI after scene is loaded. The update function is to same one as when the scene is loaded. If changing Fx while engine is running, the Fx does not change as it should. It does change correctly if the engine have had time to spin down first, otherwise it will retain the fx it had... I somehow need to destroy the fx already running/in the engine, and replace it by new ones. Currently I have (I have cut out "noise" code) ConfigNode EngineEffectNode = newEngineEffectNode; EngineEffectNode.AddValue("runningEffectName", propList[selectedPropellant].runningEffectName); EngineEffectNode.AddValue("powerEffectName", propList[selectedPropellant].powerEffectName); EngineEffectNode.AddValue("spoolEffectName", propList[selectedPropellant].spoolEffectName); moduleEngine.Load(EngineEffectNode); //Where propList[selectedPropellant].XYZ is the new effect Then CFG nodes/value I'm trying to change are So I'm not changing the EFFECTS node in my plugin, I use MM for that. By I do try to change the engine references using my plugin. Does anyone notice what I might be doing wrong?
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Some testing have showed that switching from UI work's in current version, however if switching while throttled up, then animation/effects is not switched correctly... It does switch in the engine is not running, or running very slowly (spinning down) after being used). There must be some trick to have the animation take effect in engines. So, the challenge of changing effect have been identified when loading the scene, and when switching while the engine is running. Does anybody have an idea of how to attack this?
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Some seriuos errors in my first mod
Warezcrawler replied to mbalint's topic in KSP1 C# Plugin Development Help and Support
np Also notice, that the log file in the KSP directory actually have a little more details than the log in the game. Could help opening that one as well -
I'm creating an engine switcher, and now I'm looking af switch the effects along with engine stats. Now I've run into en issue where the fx does not update properly from "OnLoad()" event. Basically what I do is Load settings from custom module Identify engine module to change Use ConfigNode to replace values regarding Fx in the engine Load the new values to the engine. I only have one update function, which is called by the OnLoad() event as well as by my switch button in the right click menu. However, when loading (or starting) a flight scene, the animation is just running with the animation from the original part. The issue seems to be triggered when the fx intended is different from the original one.... The behavior is not affected by deactivating the engine... (full code can be accessed here) I guess there is some trick to get the fx changes to take effect, but I just can't figure out what it is. Does anybody out there know what is needed?
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Some seriuos errors in my first mod
Warezcrawler replied to mbalint's topic in KSP1 C# Plugin Development Help and Support
Good question... Are you doing a plugin or just editing cfg files? If you do a plugin, try putting in some "Debug.Log("bla bla" + somevariable);" lines in the code in order to isolate where the issue stems from. -
New MPD Engine Design for Kerbodyne Plus 1.1
Warezcrawler replied to Bonus Eventus's topic in KSP1 Mod Development
What about LEFT instead of ELFT? The model looks great!- 29 replies
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