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zer0Kerbal

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Everything posted by zer0Kerbal

  1. which section? yes you can - just need a '-' or '!' in front of what you want to delete: example: @PART[xyzpart] { !MODULE[ModuleAnimateGeneric] {} } will delete the first ModuleAnimateGeneric it finds in a part.cfg (or another .cfg) If there is multiple of the same module, you can delete by index, :HAS, or other @PART[xyzpart] { !MODULE[ModuleAnimateGeneric],5 {} // deletes the 6th (0,1,2,3,4,5) } @PART[xyzpart] { !MODULE[ModuleAnimateGeneric],* {} // deletes all } @PART[xyzpart] { !MODULE[ModuleAnimateGeneric]:HAS[#name[jeb]] {} // deletes the ModuleAnimateGeneric that has name = jeb } /YMMV/: I wrote these in situ, without testing, from memory, while drinking Jeb's Coffee, while eating Jeb's Scones, while sleep deprived, under deadline, while under enormous deadlines. ie - the syntax might need some work, but the basic premise(s) should be sound.
  2. is there a place for boilerplate code (like IntallChecker.cs) - a community supported / github repo? cause right now I am not sure which version I am using of boilerplate, and where/which is most up-to-date? If there isn't, might I suggest one?
  3. it gets easier (or so I hope *knocking on wood*) are you using github desktop? @AmpCat
  4. As a modder, I would love to see this and am asking in advance to use it in my mods.
  5. untested, but should work: // Unpressurized.cfg v1.1.1 // Kerbalism // created: 24 Oct 19 // updated: 27 Oct 19 @PART[mk1pod,mk1pod_v2]:NEEDS[FeatureComfort]:FOR[Unpressurized] { @title ^= :(.)$:$0<color=red> (UNPRESSURIZED)</color> : @description ^= :Mk1:<i><color=red>unpressurized</color></i> Mk1: } // CC BY-NC-SA-4.0 // zer0Kerbal @mindstalker updated the patch (tested) updated :NEEDS :FOR so the patch will only work when Kerbalism is installed. Moved description 'unpressurized into descriptive text rather than added as a suffix. added PR to github.
  6. 1. CKAN has all the previous versions of a mod (that it knows about) - select the mod, then select version, and literally just click (double IIRC) the version you want. highlights current installed version. 2. Spacedock/Curseforge/Github all should have previous versions - in Spacedock click changelog.
  7. Thank you, but all the credit goes to the original author @Orum. Isn't it ironic you have been looking at that code already? sometimes old and dusty saves the day. well - it is a kludge, but take what ODFC does with buttons (NEXT PREV) and use that???? won't be on the same line - but... probably would work, just not a pretty. To remove the clutter, could group the tweakscale controls; albiet not necessary because on in editor scene(s). check out ODFC on github - it is simple enough that it might help. master branch.
  8. excellent point: another idea: each mod patches in their location via MM to the one dll. missed some posts. .version file idea I like. *chuckle* especially since it was my idea. or at least the seed. actually - it cannot or it violates Squad addon rules. This I like, and if/once a specification is solidified, I will start using it and adding it to my motley salmagundi smorgasbord of mods.
  9. well, @VoidSquid did most of it along with the stock patch (which does the heavy lifting) and now the hard part, subtracting when the MHH has < four seats and adding with the MHH has > four seats.
  10. asking for assistance: simple bit of code: need to run through three lists and multiple each value by a constant. I believe foreach is the optimal way to do this, just don't know C# and the KSP API well enough to do this. definitions: /// definitions public struct Fuel { public int resourceID; public float rate; public ResourceFlowMode resourceFlowMode; } public struct mode { public Fuel[] fuels, byproducts; public Double maxEC; } pseudocode: // Actual Code: internal void OnRescale(TweakScale.ScalingFactor.FactorSet scaleFactor) { /// this scales any resources on the part with ODFC: foreach (PartResource resource in this.part.Resources) { resource.maxAmount *= scaleFactor.cubic; resource.amount *= scaleFactor.cubic; } /// this scales the actual fuel cell, fuels, byproducts, and maxEC // below is pseudocode: foreach (Fuel fuel in fuels) *= scaleFactor.cubic; foreach (Fuel fuel in byproducts) *= scaleFactor.cubic; foreach (Fuel fuel in maxEC) *= scaleFactor.cubic; // calls module updater this.updateFT(); }
  11. I would change the following in the .csproj: <Reference Include="UnityEngine"> <HintPath>..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\UnityEngine.dll</HintPath> </Reference> to: <Reference Include="..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\UnityEngine*.dll"</> I am believing you are compiling for 1.8 - and some .dll were split up - and you seem to be missing the UI part. do you know how to set an environmental variable? if so - set one to the KSP_x64_Data/Managed/ directory (call it DEVDLL or something.) replace all the ..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed with $(DEVDLL) notice - no spaces and need the \UnityEngine*.dll (or whatever) at the end.
  12. @VoidSquid making progress on a project.
  13. why not one .dll, and have each mod include a .txt file to work with it? I like that better - only one copy of the .dll. heck, the .version file should have enough information to start with so the new .dll reads the .version files, and check to see if installed correctly. or something like that.
  14. one of the things I like about cleverbobcat's ModuleCleverResourceTransfer is it draws lines.... from source to target when actively transferring. It only seems to transfer EC - which is good and bad. but it can do point-2-point and point-2-area...
  15. Am looking at old code from cleverbobcat to see if there are some ideas for improvement.
  16. @Jognt so like a science report - but for training - a training report card - *chuckle* interesting.... love the examples.
  17. interesting. far beyond the scope of this mod and light years beyond my current abilities as a C# programmer. One could modify say Final Frontier to do such (each medal worth so much xp).
  18. Also will be bringing back SImpleCargoSolutions and possibly Dreamer and WhimChaser.
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