Jump to content

Benjamin Kerman

Members
  • Posts

    837
  • Joined

  • Last visited

Everything posted by Benjamin Kerman

  1. And the gravitational constants can be found through CelestialBody.gravParameter.
  2. Yes, MIT license is pretty permissive, and you are free to adopt and redistribute derivatives without any consent. You can look at the code in any text editor, an IDE is just going to be a more 'immersive' experience, but it can be a bit overwhelming with all the bells and whistles (most of which you'll never use, go figure). There's a discord link in my signature where I'd be happy to help you out.
  3. @Nertea looks like a great update! For you and @CobaltWolf How exactly does the temperature system work? I've found ModuleCoreHeat, which has the AddHeat method, but there's no units or anything in the docs… I'm mainly concerned with purely adding heat to parts, any advice you have is appreciated. EDIT: Question is because of CobaltWolf's post at the top of this page
  4. @flart Try adding a [KSPField(guiActive = true, guiActiveEditor = true)] on a string that you won't change.
  5. @Stone Blue Well, it will only show the first time the specific mod version is installed. The next time you visit the space center, re-load the game, or restart the game it won't show up again, until a new version is released with the showChangelog field set to true. If they don't want to see the changelog at all, the recycle bin is always an option. :p The "Previous" and "Next" buttons cycle between all the changelogs that the Kerbal Changelog has loaded to display. Multiple changelogs in the same mod shouldn't be an issue for the program, but it might be confusing to the users to have multiple changelogs for the same mod ("Didn't I already see that one...?") I've created two new releases (1.4.x and 1.5.x), download on https://github.com/BenjaminCronin/KerbalChangeLog/releases.
  6. Spaces between versions can be done! I'll make a new release when I get home, and I think I'll make the window wider as well. I just didn't want it to be _too_ big as to be annoying, ya know?
  7. Kerbal Changelog v1.3.0 Kerbal Changelog is a utility for modders who want their new release's notes to be seen by everyone who downloads the mod. By adding a window to the main scene, this utility puts the changelog into the eyes and brains of the mod's users. Comes with a scrollbar for large volumes of release notes and changes the title bar according to what mod's changelog is currently being displayed. DOWNLOAD HERE: https://github.com/BenjaminCronin/KerbalChangeLog/releases See https://github.com/BenjaminCronin/KerbalChangeLog/blob/master/README.md for information on how to create a changelog file for your mod! And as always, pics for clicks! Licensed under the MIT license: https://github.com/BenjaminCronin/KerbalChangeLog/blob/master/LICENSE Source on GitHub: https://github.com/BenjaminCronin/KerbalChangeLog As always, advice or suggestions are always welcome!
  8. Try this: Not sure if it's working with KSP 1.5 but you can check the dependencies.
  9. @Apaseall So what you're going to want to do is make a new solution, create a new project inside of that, and set it to compile to a project library (.dll). You're free to start developing your plugin at that point. I'd recommend following this tutorial (pinned at the top of this subforum). As always, we're more than happy to help you out if you need anything!
  10. @severedsolo I think what he was asking (and I'm wondering too) was how you found the members of the VesselDeltaV class. On the official API there's no link to another page with the info.
  11. Looks very nice! I'm going to ping @rib3irojr, he might be interested in this…
  12. @N70 Looks like some renames and additional fields exposed, not sure past that. Maybe some specific classes for the Kerbal suit textures?
  13. I _think_ you can poke around the Swivel engine's cfg, which iirc, has upgrades... Please report back, I'd be interested! It might also reside in the R&D Tech Tree cfg file
  14. Unless someone else has done it, you'd have to write your own, or petition the authors to write some. If you put the time in and write your own, please post them as a seperate mod or submit them to the mod authors for the rest of the community to enjoy!
  15. On that note, how hard is it to add new senarios? Is it as simple as a config file, or adding a new class in a separate .dll?
  16. You should post your and then we can start to help you debug.
  17. I don't think the docs for 1.3 are public any more, you'd have to just browse the public methods and fields exposed in the .dll's when you downloaded them.
  18. @linuxgurugamer has written a utility specifically for this case, called ClickThroughBlocker.
  19. Well, not sure if that's the correct terminology to access the node. Regardless, it should be 'start', not 'Start' (capitalization matters...) I'd put it as @TechTree { @RDNode:HAS[#id[start]] { @title = I want this to change dammit @id = startnew @cost = 0 @nodeName = node0_start @pos = -3068,1199,0 } }
  20. @sarbian my apologies, I was following what @Aerospike had said worked for him here: i was also personally having problems getting GameDatabase to work in my own testing, for some reason, and this is what finally did it for me.
  21. You have to manually load the texture (in your case a .png) and store it in a Texture2D (methods exist in the Unity code for this). I'm on mobile right now, but I can give you a link to some code that I wrote… https://repo.nothuman.online/KerbaeAdAstra/KerbalFuture/blob/BK-FSDDev/KerbalFuture/KFGUI/KFGUI.cs#L644 That region deals with the toolbar button.
  22. I don't know if this will work for your case, but here's how I'm doing it: (I'll ping @wasml, as he can probably speak better about his answer)
  23. @c4ooo so the code Sarbin has provided is not really what you think it might be, which might be a direction. What that should give you is the offset (in degrees) from your "forward" (prograde) vector. If you're pointing prograde, I would expect it to be somewhere around <±180,±180,±180>, and pointing prograde, <0,0,0>. You'll have to do some testing to figure out what "direction" each of the different numbers corresponds to in terms of the pitch, roll, and yaw (the vector should contain, if I am correct, each of those values from either [-90,90] or [0,180], probably the first one). If you'd like some more help with this, just post here with some of the output values and we can help you figure out what they might mean.
×
×
  • Create New...