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Electr0ninja

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Everything posted by Electr0ninja

  1. Cool, but how did it get in CKAN? Nvm, I am sure it isn't an issue.
  2. Didn't it work only on windows in the past? either way, thanks.
  3. All License and source Information is Updated, I will be working more on this mod in the following weeks aswell. I am not sure what I will add, but it will be fun. If you have any suggestions feel free to suggest them. Ideas I currently have that may be a bad idea: My own take on a couple surface lights. square strut to hexagonal probe adapter. square strut to octagonal probe adapter. Inline ballast tank for simulating payloads or just making submarines. Adding the logo as an in-game flag. @linuxgurugamer Thankyou for the help. And you can post the mod to Ckan if you wish, although I do not know how Ckan works since it is a windows only thing.
  4. I am just gonna use the By-NC 4.0 and tell people to obey Wheatons law. I am sure no one will try to ruin it. The community here is pretty great.
  5. @linuxgurugamer Do you know if there is a license that is basically GPLv3, but requires author permission to re-publish? I don't mind people changing it, but I would prefer to make sure it works before it is released. I do my best to keep my projects bug free. I have been hunting for one but I just haven't found one yet. Can I just modify that part of the license, or is that gonna break things? Like I could easily just remove the word publish from the MIT license, and it would be perfect.
  6. Sure dude, I have will get one of those licenses added later this evening and re-post. I still have to read them and decide on one. Then we can upload it to Ckan, ty for the help dude. The mods you make are pretty cool, I have used a couple.
  7. Sorry for the delay, I have been busy as of late. I just ran a test and the mod ,as it sits, works in the 1.2.2 Build. I will update the files soon so do not fret. I also have it on github, I can give you a link if you want, I will direct message it upon request. @linuxgurugamer Also if anyone knows of a good license and how to use it, I would most likely enact its use.
  8. Okay fixedtm it. You can update if you plan to use the auto-burn and have it to work right.
  9. warning, avoid auto-burn until I fix the timing issue, it seems that time is being lost somewhere. and the burns are a little too long.
  10. Dude, I would love to have help with it, all the parts are currently textured but as soon as we have a new one planned I will send you the model and uv map if you want to texture it. You will need blender if you don't have it currently.(it is free) Just so you can see what parts of the texture correlate to which parts of the model. Edit: or if you want to try with one of the models that already exists, and feel like replacing the texture, I am totally for it, I am not the best texture artist.
  11. Added new stuff: Ablative 1.25meter nose cone, Mk2 Radial Fuel tank, Auto-Burn Function for the Engineer Assist(simply turns on throttle to max for a given number of seconds).
  12. New Ideas for additions people inspired or directly suggested: Comments Welcome Burn start time indicator for engineer assist, I already figured out the math weeks ago just by coincidence. Possible auto-burn functionality(low precision, but better than burning by hand for hours) Ablative nosecone idea fully developed, ready to give it a shot in the next couple days. Solar panels shaped to fit onto wings. Smoke emitters for rockets on the pad to simulate o2 boil off.(Purely aesthetic) Radial Fuel Tanks
  13. Updated, New stuff: Added nice new GUI to the Engineer Assist Module(allows multiple modules per ship ) Added radial mount Engineer Assist Module. Added Cycle rate for Auto-Jettison.
  14. Ok, can do, edit: got it ready for the next update which should be today. Because I am thinking like mk1 colors, or possibly making it in the style of the science experiments. Also with some help from people in the modding help forum, The engineer assist code now makes a nice looking drag-gable window with all the data in it. And I got the auto-jettison cycle rate code working.
  15. Example Skeleton code for a Drag-able Part Gui Window for 1.2pre: (If any of this is wrong feel free to correct me) Credit to Sarbian and Crzyrndm for their assistance, thank you both.
  16. Thank you so much sarbian, now I feel really dumb, I don't know why I didn't think of that. I am sorry if this cost you too much time. I will post an example code skeleton for others as soon as I can.
  17. If a craft has a suborbital trajectory and leaves physics range it will not land, it will crash and aero will not be applied. It would have to calculate a decent trajectory, have the ship magically appear on the surface with a fail percentage, and cause a time skip to simulate decent for the pods. If I understand you correctly.
  18. I don't believe it is possible from the island, but you may want a second opinion.
  19. I don't think you can retain heading control once a craft leaves the physics load range, the on rails system will just kill them, however if you just want it to face retrograde while the module is active, that can definitely be achieved. Although if you want a pod that just jettisons and lands outside physics range, you can do so, it will just take a bit of jury rigging. And so far, your code looks decent, but I haven't messed with ModuleSAS classes yet.
  20. First of all, thank you for the assistance. Although, I did a code revision. The window remains un-draggable, and the text label is no longer visible. Am I misunderstanding your advice? Okay I stripped the program down to absolute minimums for testing. Still can't get the window to be draggable. new code:
  21. well i got everything but the window drag, and the text dimming figured out,
  22. I got the window to appear by adding " GUILayout.Window (0, Window_Position, null, "Test"); " to the myPreDrawQueue() and I can set its position and size by setting the Window_Position; Window_Position is just a rectangle in the class. but the text seems very dim
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