Jump to content

Ja222

Members
  • Posts

    25
  • Joined

  • Last visited

Reputation

0 Neutral

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Thank you for answers Unfortunately, I still seem to fail at implementing my code. Code in the spoiler above goes without an error on load, and still does not add ablator resource to the parts in hangar. I modified the stock ModuleAblator with simple "false" flag to useChar - it is pretty self explanatory. I dropped @'s as mentioned. Maybe I need to mark the patch as FINAL to make it work? I don't think I have any mod that would mess with it but I'll try.
  2. I am trying to add ablator to some of the parts since x6.4 scale reentries get pretty hot for unshielded parts. I wrote the code, but it doesn't work and to be honest I have no idea where I made a mistake. ModuleAblator used is stock Squad module pulled from one of the heatshields. If I understand the syntax correctly, I want to: 1. Find all parts that belong to ground,structural, fuelTank and aero category... 1a. That do not already have a ModuleAblator. 2. Add ModuleAblator to those parts. 3. Add ablator resource set to start at 0 and max out at 50 units. 4. Do the same for all parts that have "gear" in name. But I seem to be missing something, and I am all out of ideas.
  3. If I were to write a patch increasing all antenna power by a factor of X is this the correct way to do it? @PART[*]:HAS[@MODULE[ModuleDataTransmitter]]:FINAL { @antennaPower *= X } I have been trying to tweak antennas for my x6.4 scale game but to no avail, I must be missing something. EDIT: added the :FINAL flag because I want this patch to be applied after all other changes. EDIT2: or would the code look like this where I need to specify that I want to edit a field in the MODULE instead? @PART[*]:HAS[@MODULE[ModuleDataTransmitter]]:FINAL { @MODULE[ModuleDataTransmitter] { @antennaPower *= X } } EDIT3: Rubber ducky rule worked, second solution is valid
  4. This messes up with everything else I put on them later on... Thank you for answering, but for now I will just withhold myself from using them.
  5. I am having a trouble with chimes, when I set them up in SPH on my plane one side is correctly displayed and other one has the rotation reversed. Screen added because I think I messed up with description.
  6. Hey everybody, Did any of you encounter a spam of debug exceptions "Warning: ORS - did not find manager for vessel"? I wouldn't have noticed it myself but it caused a severe performance drop on each of my vessels.
  7. Why did you encode a frame leading to this?
  8. #OFFTOP 1.1.99? When was it released? GOG is late with updates as always.
  9. I second that. This mod is far from useless and should be updated.
  10. It is an addon that is a base for "CapCom - Mission control on the go" mod and "Contract Configurator" mod (the contract packs all around) (And many more, but just the two mentions I find in my CKAN)
  11. Hey, you asked if the SEP is still making trouble with Sounding Rockets, and the answer is: sadly yes. Here is the CKAN exception (sorry for mix of EN and PL, #justWindowsthings [warning, large]) And CKAN error when pressing "continue" and proceeding to update. I will also check if it is fault of ContractParser, because on the window that spews out the log in spoiler 1 it mentions "Cannot install ContractParser, module not avaible". EDIT: It is not fault of Contract Parser, once uninstalled CKAN throws out "Cannot install CXaerospace, module not avaible." Will try dumping .ckan file and starting with a clean install. EDIT: Just to mention, CKAN doesn't let me update it, but it still runs OK with no problems at all with unupdated Sounding Rockets mod
  12. I'll reply in SEP thread then, don't want to clutter this one.
  13. It is most possibly GOG version screwing me over, I hate how I have to wait 1 day or so for a patch Seeing if 1.1.2 fixes it.
×
×
  • Create New...