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danger cow

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  1. ah ok ill get right on it ill post the source to github the issue has been fixed
  2. so after only 2 hours i made my first add on and its actually realy good for a first add on what BodyRenamer currently dose is rename every body to "seronimo waz here" but soon im gonna make it to rename every body to an random name in a file https://spacedock.info/mod/2068/BodyRenamer source: https://github.com/DangerCow/BodyRenamer license: MIT
  3. thanks one last thing how would i create a mono behavior script that starts when the game starts?
  4. so im trying to follow the addon tutorial on the ksp wiki and wrote this using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace BodyNamer { class HelloKerbin : PartModule { public static void Main() { } public override void OnStart(StartState state) { print("hello, kerbin"); } } } then it asked me to export it to a dll without telling me how so i just built the solution and all that came out was a exe how can i export it to a dll?
  5. i have an ryzon rx 590 fat-boy (full build https://pcpartpicker.com/list/mm7zRJ ) my game-data has a few visual mods like svt and scatter, when i run ksp while flying in the atmosphere my GPU usage boosts up to 99% but my specs should be able to run this. so my first question is, should i be worried if my GPU usages boosts up to 100% and my second, is there a fix to this?
  6. okay this is perfect cause i jsut spent the whole day wiping my pc ill try this
  7. i was during that launch i wasent using d3d9 at the time and i just wanted to get a quick log to show you but eaven when i was using 11 it was doing the same thing
  8. game data if you need it - screenshot - and here is my log - https://drive.google.com/open?id=1gz5A9vC3Cn3WwTX1tUT8ofJbMG9qBXQK
  9. For some reason the pbr dosent work i have all the dependencys installed and i'm using -force-d3d11
  10. I'm new to making ksp planets and I was wondering if I could turn a model and textures into a ksp planet thank you.
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