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KSP2 Release Notes
Everything posted by Benjamin Kerman
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If you're looking to calculate lat/long, you can use trigonometry. If you have lat/long, give us the code and we can determine it for you.
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OnNewYear GameEvent
Benjamin Kerman replied to Garlik's topic in KSP1 C# Plugin Development Help and Support
Would a coroutine continue running even when the game is paused @Li0n? -
Cannot resolve assembly: netstandard
Benjamin Kerman replied to Xyphos's topic in KSP1 C# Plugin Development Help and Support
Thanks @sarbian and @HebaruSan, that clears it up! -
Maybe have a team of moderators check to make sure submitted projects are actual mods?
- 2,168 replies
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- totm july 2019
- spacedock
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Cannot resolve assembly: netstandard
Benjamin Kerman replied to Xyphos's topic in KSP1 C# Plugin Development Help and Support
Are namespaces like System.Linq or System.Collections in .NET or in C#7 or C#6? What's the difference between the C# number and .NET version? -
Thanks GitHub! (Context: I was making a new project and this was the suggested name for the repo. )
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[1.12.2] BARIS - Building A Rocket Isn't Simple
Benjamin Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
@awsumindyman please give us your mod list, output_log.txt, KSP version, mod version, and some consise instructions on how to replicate the problem. Also try reinstalling the mod and making sure everything is up to date.- 571 replies
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- 2
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- baris
- part failures
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Adding a Slope Option to KerbNet
Benjamin Kerman replied to Wcmille's topic in KSP1 C# Plugin Development Help and Support
Stupid question, but I don't see it elsewhere in the thread. The MS C# API defaults to the current version of C#, which is 4.7.1 (iirc). You have to make sure that whatever functions you're using still existed back in the days of C# 3.5, which KSP is written in. Same thing with the KSP API, which is updated to the latest version. If you're working with an older version of KSP, things might have changed in the API. The compiler must be set to compile for C# v.3.5, as it defaults to the latest one. The last thing is to check your using statements. Good luck! -
The Name Change Thread (WARNING! ONE TIME ONLY!)
Benjamin Kerman replied to Souper's topic in Kerbal Network
Since when did Badie become @Darth Badie? (I didnt see a post in this thread... ) -
OnNewYear GameEvent
Benjamin Kerman replied to Garlik's topic in KSP1 C# Plugin Development Help and Support
You can get the year from https://kerbalspaceprogram.com/api/interface_i_date_time_formatter.html#aaee82ba1c754418e36468db93bdbd0c3 and do a comparison every tick. Store the current year and compare it to the return value of that, and if they are different, the year has gone up, which you can use to call the method that you need to run. I can’t speak about the gameevents, maybe someone else has a different solution. -
Hello everyone, I've been working on a project and I would like to cannibalize borrow look at some code from a mod that has limited amounts of LF/O available at any one time to fuel up new rockets with at the space center. I'm pretty sure I've seen one before, but I'm looking for some help here finding it because I'm too lazy very busy with other things at the moment. If anyone can provide some insight to a mod that does this or something similar, it would be of great help! Thanks!
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Welcome to the forum! Check out this tech tree: The main file in the github repo is https://github.com/ChrisAdderley/CommunityTechTree/blob/master/GameData/CommunityTechTree/Tree/CommunityTechTree.cfg ,which has the MM edited nodes at the beginning and the newly created nodes at the end. I would also recommend looking at the stock tech tree file and making small edits to that to see how they show up ingame.
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Complete Beginner Modding Tutorial?
Benjamin Kerman replied to Mat van Kerman's topic in KSP1 Mod Development
If you would like to find out more about the programming aspects, check out the Plugin Help and Development subforum and read the basics of creating a plugin guide. Feel free to PM me or submit a question if you would like some more specific information! -
Thanks for the kind words! I'll take a look at the sizing asap. Edit: I think I will just make a larger pulse-det engine, in addition to the larger scramjet. @rohanguard1 your larger scramjet is coming up in the next release as well!
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Looking for a Modder to fix Kerbiting Systems
Benjamin Kerman replied to Alpha 360's topic in KSP1 Mods Discussions
Ok, that helps a lot more. Now, if you find another bug like this, save the game and immediately upload the output log as you did earlier with a description of the problem. I also suggest posting a bug report with this information on the Kerbiting Systems thread so the author can take a look at it too.- 12 replies
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- help
- mod fixing
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Please send us your output log uploaded to dropbox or pastebin and give us more information. Follow the information in this guide:
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Hey @linuxgurugamer, found this when looking at someone else's output log: NullReferenceException: Object reference not set to an instance of an objectat JanitorsCloset.ToolbarIconEvents+InstallToolIconEvents.OnGUIApplicationLauncherReady () [0x00000] in <filename unknown>:0 at JanitorsCloset.ToolbarIconEvents+InstallToolIconEvents.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) if that helps you in any way, consider this an unofficial bug report. Member's log is from @Alpha 360, link to log is https://www.dropbox.com/s/y8uxn4ydc7yf3p6/output_log.txt?dl=0.
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Looking for a Modder to fix Kerbiting Systems
Benjamin Kerman replied to Alpha 360's topic in KSP1 Mods Discussions
If you tell us what the problem is, we may be able to help you further. "Kerbinating Systems has been messing with my game" doesn't help us.- 12 replies
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- help
- mod fixing
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I'll ping @allista, he might be able to help out with the bugs. Iirc, he was also asking about the public opinion of the textures…
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If you ask in Technical Support, they might be able to help you upgrade to the latest version of KSP.
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- part count
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