Jump to content

DerGolgo

Members
  • Posts

    156
  • Joined

  • Last visited

Everything posted by DerGolgo

  1. Thanks! I've found the error, it was the old PEBKAC.dll. Found the parts. I must have overlooked the documentation, my bad. Thanks for taking the time. I'm still a noob here, and I'm consistently amazed how noobie questions in this community be answered with actually useful information, rather than dismissive quips or derisive wisecracks! Love this place!
  2. Hiya, hate to barge in. But I'd really like to try this mod out. Yet, it can't seem to get it to work. I've tried installing, removing and installing again. I start the game in Sandbox mode, went through the available parts, tried searching for "smart" or "controller", can't find anything that appears related to this mod. I have an imperial ton of mods installed. Is there a known incompatibility with the current version of Smart Parts?
  3. Okay, I've tried this now, I think I've got it. I know I'm getting repetitive, but thank you! There are far too many online "communities" where any nooby question is met with things along the lines of "anyone who has to ask that shouldn't be doing this" and "stop bothering the grownups". Delightfully refreshing to find one that isn't!
  4. Thank you! I'll play around with this. I'd appreciate being corrected, but what I will try is: That FUNCTION bit at the top. Then, either in the RUNMODE 2, or chronologically in the script after defining "local boosters" it should be: IF partlist_flameout(boosters) {STAGE.} or possible IF partlist_flameout(boosters)=TRUE {STAGE.} Thanks!!
  5. Thank you! I tried it verbatim at first and, when that didn't work, changed the attribute set I_SHOULD_STAGE to False. to true and then, hurrah, it works! Thanks for demonstrating the importance of the attributes! But I found it only works if I put your snippet right in the chronological order. When I try this with I_SHOULD_STAGE as a global variable, and put the rest of it in a little "RUNMODE" loop, it just gets stuck there, though. My plan had been to make a bunch of these RUNMODE loops, at the top of the script, and then have the chronological script just be along the lines of: SET RUNMODE TO 2. WAIT UNTIL I_SHOULD_STAGE=TRUE. STAGE. The first thing my little RUNMODE loop does is print the runmode that's going. That happens. But then, nothing. I don't want to impose, obviously. And whatever mistake I'm making is, indubitably, something trivial only an utterly ignorant noob would get wrong. I am NOOB:IGNORANT:MAG = UTTERLY, no question. I haven't done any programming since object-oriented C before I failed out of engineering school over a decade ago, have since lost most of my eyesight, which possibly may be how I missed an oft repeated, bold, underlined instruction in the documentation on GITHUB. I can write an entire novel, as you see, or a pretty vast script, though, it's just the reading of unfamiliar texts that's my problem. These are, of course, not your nor the rest of the community's problems and I seriously don't want to impose. But ANY hints at what I'm krakensing up would be exceptionally appreciated!
  6. Hi, I'm fairly new here and I know it's pretty presumptuous of a noob stepping right in and asking for help. But I'm going quite insane. I have tried flying with keyboard commands and, no surprise, I suck at it. For three days now, I've been desperately trying to write a KOS script that does a few very simple things. Not even involving the ship changing orientation a single time. Really just straight up and straight down. The ship CAN do all the things, if I play around with MechJeb to assist keyboard control, it all works (within the limits of my utterly rubbish control abilities). But there is one specific little item holding me up. That had me write and rewrite my script and try it out dozens, possibly a full one-hundred times. The problem: I want it to drop the SRBs when those are empty. I've given all the SRB's a name tag and have desperately tried all (and I do mean ALL) combinations of my name tag, the enumerator I stuffed with all the tagged parts, SHIP, SOLIDFUEL and AMOUNT. I've also tried out checking for FLAMEOUT. Nuffin. I've tried the little "THESE ARE ALL THE RESOURCES ON THE SHIP:". script snippet from documentation site on Github. That works fine and lists a resource "SolidFuel". Yet when I ask the terminal to PRINT SHIP:SOLIDFUEL:AMOUNT., I get an error that AMOUNT is an unknown variable. When I stop the line at SOLIDFUEL., I get the number 1436. So that works. Yet when I try PRINT SHIP:PARTSTAGGED("booster"):SOLIDFUEL., I'm told SOLIDFUEL is an unknown variable. The parts in question ARE tagged "booster", of course. I don't want anyone to go and write me a whole script, of course. Just an example how I can get the SolidFuel from a specific set of parts and a little explanation would be absolutely lovely. Please? I suspect I have a fundamental misunderstanding of the entire syntax and structure. But neither going through the GitHub documentation nor trial and/or error have enlightened me.
×
×
  • Create New...