Jump to content

Derrey

Members
  • Posts

    18
  • Joined

  • Last visited

Reputation

26 Excellent

Profile Information

  • About me
    Scientist
  • Location
    Germany

Recent Profile Visitors

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

  1. Hi. Are you still interested in adopting this mod? If you want to deploy a new version, I think I can add you as a member to the mod on curseforge.
  2. This was something I developed on my spare time during summer break. I am working on my bachelor thesis right now and studying cs has been very stressful the past year. The mod is not dead but I can't spare any time for now, sorry. [X] Science is a very good mod too as @KerbMav already said. Edit: I did a quick rebuild for 1.3 and I think it's working fine. Will be updating after some testing.
  3. @theoracle09 Thank you! I think that KSP throws some kind of event when F2 is clicked and special Methods are called when they are implemented in a module. This behaviour is not implemented in my mod therefore the UI is not hiding when clicking F2. It's not a bug, but a feature request, I would say. You can add this to the issue tracker as a "enhancement" if you want and I'll have a look at that. Merry Christmas to you all!
  4. @funkcanna I was thinking about a stop-warp function, but it could also be possible to pause the game, though I really hope to get some spare time on the end of this month to implement some of the things you guys are suggesting. Thank you all for your feedback!
  5. Hi @divinity_chimera, What's the problem? Is it not possible to recover the experiments because they are not listed anywhere in the UI or are they simply not registered as deployed? I thought that my mod would be compatible with the DMModuleScienceAnimateGeneric module, but that seems to be wrong Looks like I might have to do some bugfixing soon.
  6. Thanks, I also really enjoy working on this mod in my spare time I will have a look at the issues asap.
  7. @maculator Yes, that should be possible. I didn't have the time yet to look into 1.2 in detail but that seems to be a very useful feature.
  8. Just released v1.3.1 which is just a rebuild for KSP 1.2.
  9. @BlackHat Thank you for your suggestion. I made that an extra window so people who want to have a look at the biomes can do that without having the experiments UI visible all the time. I'm thinking about implementing some options so you can chose wether you want the Info to be an extra UI or not.
  10. Just released version 1.3. Special thanks to @ishtar for helping me out on the Universal Storage and Orbital Science support. Next step would be to update to version 1.2 of KSP. Have a good flight!
  11. This is already fixed, but I didn't release it yet. I made some bugfixes and smaller feature enhancements. Found a way to implement DMagic Module support today. Will be testing the next days and a new release is coming soon!
  12. @ishtar Do you know how to create pull requests? Here are some informations about it. I already know how to implement DMagic Orbital Science compatibility, but sadly I'm lacking the time at the moment. If you did a great job, I can merge your code into the master and list you as a contributor.
  13. The code got kind of messy when I tried to integrate SCANsat. It's working but I have to refactor it for sure. I'm plotting it out atm. Yeah, sure. I can add a "deploy all" button in the next release
  14. @jefrbunn I am currently trying to integrate SCANsat and it looks promising for now. After that I'll see what I can do with DMagic and Universal Storage. I want my mod to be compatible with as many science packs as possible.
  15. @ansaman Sorry, that was my fault. I forgot to reset the window positions in which case they would have been set in relation to the screen size on the first startup. Thanks for reminding me on that. I will keep an eye on that in future releases.
×
×
  • Create New...