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smarky55

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Everything posted by smarky55

  1. Hi, I've run into a bug with how the game remembers the position of the button to toggle the FAR CAS window in the editors, if the window is minimised and the editor is left and then returned to the button will be shifted to the left a bit and appears behind the editor UI assets such as the top menu bar. This does not happen if the window is open when the editor is left. When the button is clicked after returning to the editor it returns to it's correct location and the window opens correctly. This happens when only FAR is installed and on a ship that is only a command pod. This is with FAR 0.9.7 and KSP 0.22. Screenshots: KSP.log config.xml You can work around the issue by using the CAS window in a place where it won't become inaccessible when you come back.
  2. The S2 issue is due to the parts being named 'cargo hold' instead of 'cargo bay' FARchecks for the latter and will ignore the first. If you change the 'title' line in the .cfg's to replace hold with bay they should work.
  3. Hi all, considering DEADBEEF hasn't posted since the forum crash a few of us have been working on updating his mods to 0.20. Subassembly loader and dynamic warp were relatively easy to update. Edtools on the other hand... From what I can tell every time an Input.GetKeyDown() returns true the if statement runs four times consistently. From what I know of unity Input.GetKeyDown() should only be true on the first frame the keyDown is detected and thus should only happen once for every key press. Also, I just updated my references to the ones with .20 and visual studio is now complaining that " 'PartLoader' does not contain a definition for 'goToSceneAfterLoad' " when I can see it in the object browser Any help will be greatly appreciated.
  4. @Metascience: Could you explain in which way it isn't working? Installation wise the edtools.dll file can be place in plugins the same as previous versions or you can place it in the gamedata folder. In game it is acting a bit funny, things that should only happen once are repeating four times meaning the toggles are useless and the angle snap cycle is a bit counterintuitive. I'm still struggling to work out why it's happening. @Frostiken: Honestly I'm failing to understand why the 'bad subassembly' check is a bad thing. however, if you want to disable it comment out lines 127 & 128 as that is when the check and function call occurs.
  5. the 0.20 method involves using the GameData folder, each mod can have its own folder in there to make adding/removing mods simpler. When you download a .20 compliant mod you should get a gamedata folder. The contents of that go in your ksp gamedata folder and you're ready to go. Hope that helps.
  6. On windows it will just merge the folders, I don't know how it works on Mac or Linux though. Deadbeef hasn't posted since the forum crash so an official update doesn't seem likely. Although he may have just been waiting for a reason
  7. If you're using one of mine you just need to extract the game data folder over your ksp installation. All the folder structure is updated for 0.20 and won't work correctly if you install it in plugins.
  8. @MR4Y Which version of the fix are you using? The most recent one I posted should have placed the button just to the left of the buttons for switching between parts and action groups In reference to edtools it seems to be calling things multiple times when it should only do it once per button press. For example the toggles (eg for part clipping) seem to switch on then off again and angle snap cycles through multiple things at a time (90-15-0 etc.)
  9. That's the source file for the plugin, you can ignore it (knew i probably should have put it in a labeled folder). @Awaras: I am currently having a poke around to see what's not working properly. The problem doesn't seem to be as 'simple' as the loader. Edit: OK, I lied slightly, here's another version of sub-assembly loader that should hopefully make button placement independent of screen resolution.
  10. Hi all, love this mod so decided to delve a tad deeper into updating it for 0.20 : Extract the GameData folder inside the zip in your KSP folder, directory structure should be good. Basically all I did was use TheUndeadFish's edits along with changing the file references to a folder in GameData, seems to run OK and shouldn't have any problems with little question mark icons. @Fel This hooks in to Unity's OnGui function and already checks if the editor is open so the [KSPAddon] shouldn't be needed. Performance gain, if any would be tiny (I think:)).
  11. where m0 is start mass(with propellant) m1 is final mass (after burning propellant) ve is exhaust velocity which is ISP * 9.81 ln is log base e (e = 2.718) this is all from https://en.wikipedia.org/wiki/Tsiolkovsky_rocket_equation EDIT:Wow triple ninja
  12. Ryu, you can force physics warp in space by holding alt then pressing the warp hot keys.
  13. The deposit sizes are set in the source code, you'd have to download it from Github, make changes then rebuild the files.
  14. I survived the blackout! Don't think I lost any posts, didn't have too many in the first places.
  15. Perhaps it learnt of the kraken's death and is now angry, weaker, but not content to just mess with us.
  16. The purple is the colour the game uses for the third 'stage' of the craft's orbit using the patched conics system, added in 0.15 I think (0.16?)
  17. smarky55

    Hello

    Answers first Multiplayer: If it is ever implemented it will likely be closer to, if not after, the release of the game. There are issues when it comes to how to include time warp etc. with multiple people. Development: as i understand it the game is currently alpha (0.16 being the latest release). Also Infdev was coined for minecraft as they were adding the infinite terrain gen and thus can't be applied to another game. Mun (moon): The how to board on these forums usually has a guide in the firs couple of pages. the tutorial here: is what I used. the general idea is to get into a low orbit around kerbin then wait till the mun rises above the horizon to burn. you want to set your apoapsis at about 11.6 million meters or the mun's orbit. once you switch into the mun's sphere of influence wait until periapsis to burn retrograde and circularise your orbit around the mun.
  18. While what I've seen of the planets looks brilliant, I have to say I'm most looking forward to the 'physical' time warp modes. Long atmospheric journeys can take forever at 1x, so hopefully they, or at least 2x can be used in atmosphere.
  19. That was one of, if not the, bet KSP video I've seen. Love the shots of previous missions in the background while he was climbing down the ladder.
  20. Can someone tell me why I'm unable to see this pic, going to Nova's profile give no results either.
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