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DoctorDavinci

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Everything posted by DoctorDavinci

  1. Which was totally your fault ... If you hadn't have made the 2017 Dakar challenge I would never have learned what I know today about modding KSP All I wanted was to make my race entries have the CADPat camo pattern I remember I added a bunch of rims to DCK as well It's all your fault EDIT: @SpannerMonkey(smce) also shares a lot of the blame
  2. Is that Jeb? ... I thought he was your buddy I guess not since you stuck him in the bud buster
  3. I think it was before that ... sometime in the KSP 1.2 era, maybe even 1.1.3? Thanx again
  4. KSP2 has been released? Man that was quick, last I heard (this morning) is it wasn't even in beta yet
  5. Hmmm, well then I am at a loss as to how to fix it Gonna have to think about this a bit more
  6. Changes made and ready for test ... I have set the code to exclude any part that has ModuleRobotArmScanner or ModuleScienceExperiment Here's a dropbox link, fresh off the press (cooked against KSP v1.7.3) - https://www.dropbox.com/s/17w2akgy1wnpanf/VesselMover.dll?dl=0
  7. So what I did was add in a check if the part is robotic when VM checks for the lowest point of the vessel So the changes I made obviously don't work but there is another way ... I need a list of the modules that are in the DLC parts and then an exclusion clause can be put into the code to exclude parts with those modules in them (can even exclude them by name) Provide me a list of DLC modules and the part names (the name in the part config) and I can make the changes fairly quickly for testing I wrote the Move Launch deal over a year ago and handed it over to Vessel Mover ... it still needs work and as for enabling it, that is up to the maintainer of the mod @jrodriguez I am only trying to help fix VM as I have written code based off of VM for OrX to spawn bases and geocache cubes which will also need to have a fix for DLC parts to prevent the same 'flying off into space' deal from happening The above suggested solution should work ... the new isRoboticPart() deal in the KSP code obviously doesn't work as I thought so time to use a sledgehammer and manually exclude each part Not the elegant solution but will do the trick ... Just need a list of modules and part names
  8. Not sure if what I did will fix the Breaking Ground slingshot into space with robotics parts deal, but I think I may have fixed it The following link is a pre-release test version of Vessel Mover for testing with the DLC robotics parts ... I do not have the DLC so am unable to test it It is marked as pre-release on the repo and has the singular purpose of finding out if the bug has been fixed ... if so then I will push the changes to @jrodriguez's github repo Those with the DLC please test this and let me know if the problem is fixed ... then perhaps we can tackle the robotics programs going missing (I think I know what is going on ... possibly) https://github.com/DoctorDavinci/VesselMover/releases/tag/1.7.5.001
  9. Perhaps this will be of some use ... Just parts so should work fine with any KSP version
  10. Says who? ... I play KSP by modding it and writing code to get KSP to do what I want, that is how I play and people I know play so yes, it is uniquely Kerbal Let alone it is the mantra of KSP from before 0.90
  11. Pretty much along the lines of what I was considering ... although the weather, meaning global control of wind since wind itself works fantastically, won't be added in until after I'm done with the challenge builder/Geo-Cache deal which is the one of the main features I've been working on (almost done ... Geo-Caching works great) I'll definitely be coming back to your post for reference
  12. Hmmm, I seem to not be the one creating the distraction by repeatedly beating a dead horse Since you clearly like to tell people what to do I shall bid you adieu ... and as an aside, I have already clarified the context of my statement (a couple times) let alone it should be quite clear when reading it that it was said in jest That is unless a person has the affinity for speaking to inanimate objects in the hope of making said inanimate object feel better Anyways, back to your regular programming Yes, it is ... lots of good ideas have come from this thread
  13. Yet on the other hand the ones taking a shot at the target have demonstrated their lack of understanding the context in which I made the statement ... Instead they lashed out trying to prove me wrong with details when the statement was made in jest Funny how that works ... I guess they have something to prove Anyways, off topic ... now back to your regular programming
  14. Perhaps reading further ... yet another person That makes 4 people, will we have more ... I bet we will so Imma keep score Back to your regular programming
  15. And that is an astute observation since it was a sarcastic comment Exactly .... back to your regular programming
  16. So, the statement I was replying to is this: to which I said this: Point being that a Juno is useless above 20km but a Whiplash is very useful at that height, also the Whiplash has way more thrust than the Juno ... does that make the Whiplash better? On the other hand the Juno uses much less fuel than the Whiplash and weighs much less ... does that make the Juno better than the Whiplash? Who's to say other than the player ... The forum user in question was placing limits on what is acceptable for other players to do in their game so I commented with the intention to make said user really think about it If you care to read the follow up posts I'm sure this would be completely clear to you
  17. I never said it wasn't a terrific engine I guess my point is too obscure for most people ... you're the second person to take what I said as a slight against the Juno as opposed to being a statement meant to make a person think about the post I was replying to As the Count says, context does matter
  18. What are the variables you are looking to compare? Not sure of a mod that does specifically what you want, however if you provide me a list of the information you are looking to get your hands on it wouldn't take much to write a mod to export that info to a text file you can open in any text editor Give me a list, I give you a mod ... fair trade, no?
  19. Oh, don't get me wrong ... I wasn't saying that Juno's are not as useful as a Whiplash, just look at some of the contraptions I made for the Kerbal Dakar rally Totally agree The point I was trying to make is that a parts usefulness totally depends on how a player wants to use it ... Look at some of the early kraken tech from @Azimech such as the turbine engines from a few years ago A parts usefulness is totally in the players hands
  20. Regardless of that is only 2 air breathing engines from the whole tech tree .... my point is proven, no? I never claimed such a thing You play your way and the rest of us will play ours ... I play KSP by modding it, how do you play? That would totally depend on how it is coded ... perhaps it wouldn't work in an atmosphere or it has a kind of stability field that holds the ship together under the greater strain or even perhaps a huge amount of heat is generated, isn't that what radiators are for? I already have an idea brewing ... I'll add it to OrX - Is There Anybody Out There if it comes to fruition
  21. The developers said that there will be no porting tool or such to make it easy to port any given mod over to KSP2 ... not the same thing As for the steam workshop, why? ... github works perfectly fine
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