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Illation

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  1. As far as I know the dev of 64k is working on porting it to SigmaDimensions. The sigma folder from 64k might be from sigma binary
  2. I've been a fan of this mod for a while, thanks for updating
  3. Yup, it did, and also doubled my framerate so happiness all around
  4. Ah, awesome thanks, sorry for the inconvenience, I was using the search tool looking for keywords relating to my problem and didnt find anything related so I missed it, this mod does have quite a long thread Thanks for helping me anyway Otherwise the mod looks fantastic
  5. So I have been trying this mod a little and I am running into two problems. The first one is probably scatterer related and is the atmosphere sometimes "detaching" from the camera, so you can see it as an overlay over other objects its not supposed to sit on, and it also seems to not take the FOV from the camera and instead have a default fov at which it sticks. again I suspect thats a problem of scatterer and not this mod, but I am just saying it in case. My other problem is that I assume that instead of replacing the effects from EVE it simply displays both, so I have the blotchy city lights and clouds from the original mod next to the ones from SVE, at least thats what it looks like to me. I looked through this thread and didnt really see that problem being mentioned yet. I am attaching an imgur album to show the problem. If there is anything else I can do to help solve this let me know EDIT: I installed with CKAN btw
  6. So, I am currently struggling with the following problem: I created myself a library function to check for engines that have a flameout, which looks like this (c#): public static bool ActiveEngineFlameout(Vessel vessel) { return vessel.Parts.Engines.Where(e => (e.Active && !e.HasFuel)).Count() > 0; } Now, since I am running on rss, I have to have ullage motors on my rockets to get stable fuel flow, and that makes it really hard to use this logic to check if staging is necessary, since I dont want to stage when there is an active ullage motor without fuel. Now I could simply check if the Engine happens to be a "baby sergeant rocket motor", which I use for ullage in this case, but then the function will be defunctional if I use said engines in an actual stage, eg a satellite. I could also write a specific version for this function for every stage, but that would not result in very nice code. Does anyone have a suggestion on how to make a nice implementation for this? I was thinking of something along the lines of giving parts the ability to have a custom tag, flag or name (as in KOS), and being able to check for that in the part api, so that in this case I could say something along the lines of: (e.Active && !e.HasFuel && !e.HasTag("NoFlameoutCheck")) Any other suggestions on how I can nicely implement this?
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