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Everything posted by Riderfighter
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Nope I lied I can't do that XD I'm to lazy for that money pixel to manually change
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So I'm going to make the terminal retro style and well since old terminals were fuzzy guess what i'm going to all the pixels ! fuzzifying them!
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Also by monitor do you mean the pop up window?
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Oh lol I'm probably going to make it a slight darker white around it
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Which dark border the one from mine? That is just a place holder
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
Riderfighter replied to erendrake's topic in KSP1 Mod Releases
I honestly didn't realize there even was an in game editor until this post -
Honestly I can use more than 100 colors that barely change the image and it would seem barely different Also I love how you had like a reference color palette at the bottom left of yours that is very smart
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I'm an 8bit sprinter so I do retro-ish art I can post some other art I've done and the terminal revamp stage one This is the terminal revamp v.01 This is one of my greater images from teen titans: And this is a Profile pic I made for stream NotGrnTea:
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A light grey and a white lightly tinted with grey works so well together
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@tajampi So I may have gotten really excited and already started to work on a new terminal style
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Wow this is going to be so cool, what language is this coded in? This also unlocks the possibility for other languages to be converted to Kerboscript Also I can offer my services for pixel art for the thing I have already worked with models/streamers for sprites in this and other games
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
Riderfighter replied to erendrake's topic in KSP1 Mod Releases
That is cool to know multiple people are working on this, if its ok to ask who is working on it? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Riderfighter replied to erendrake's topic in KSP1 Mod Releases
@tajampi That sounds like an amazing idea, I would help though I have zero experience with ksp and plugins. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Riderfighter replied to erendrake's topic in KSP1 Mod Releases
Ok cool just wondering is that like an actual sensor by any chance? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Riderfighter replied to erendrake's topic in KSP1 Mod Releases
Also if that is possible would a script like, When ship:sensors:temp >= 0.1 { lights on. } , this work? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Riderfighter replied to erendrake's topic in KSP1 Mod Releases
So I may or may not of locked myself out of my house and well for two hours in the cold and it made me wonder can you script something to make lights come on based on the temperature of the environment? This would be awesome! -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Riderfighter replied to erendrake's topic in KSP1 Mod Releases
@Alchemist Sweet thank you -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Riderfighter replied to erendrake's topic in KSP1 Mod Releases
is it possible to make a script to run science experiments? I would love this so that when I launch my probe to the mun it will automatically run the experiments when in high/low mun orbit. @ILikeIkeI can convert the github page to a pdf if that will help you anyway? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Riderfighter replied to erendrake's topic in KSP1 Mod Releases
I'm kinda happy i'm going to Yosemite in 8th Grade and well i'm probably going to be writing code for the week XD(I may overload the forums with questions) -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Riderfighter replied to erendrake's topic in KSP1 Mod Releases
This maybe stupid but since I'm not that sure can it be a decimal for the scalar? and if so would 0.1 be the right when sunlight peaks onto the ship? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Riderfighter replied to erendrake's topic in KSP1 Mod Releases
So I was making my script open solars when at a certain level of power but I wanted to know if there is a way to detect if light is facing your way. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Riderfighter replied to erendrake's topic in KSP1 Mod Releases
@Dr_Goddard Sweet thanks so much for clearing those things up I'm going to make my first program today -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Riderfighter replied to erendrake's topic in KSP1 Mod Releases
Also quick question is there a way to see how much power you have and switch off power consuming parts and then extend solars when at a certain amount? (Via scripts of course if it wasn't clear) -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Riderfighter replied to erendrake's topic in KSP1 Mod Releases
@erendrake Oh lol I had just downloaded the one before this update around 2 minutes before this got updated. Anyways thank you for updating this mod it really is awesome! Just wondering is it possible to define our own commands? I am just wondering this because I would love to make a command that finds Delta V and stuff via referencing a script and executing it like a command.