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Everything posted by zer0Kerbal
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Deleting sections of a CFG with MM
zer0Kerbal replied to MiscelanousItem's topic in KSP1 Mods Discussions
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.- 1 reply
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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.
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How do you go back to previous versions(Go to a previous update)?
zer0Kerbal replied to a topic in KSP1 Mods Discussions
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. -
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.
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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.
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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(); }
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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.
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@VoidSquid making progress on a project.
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@Jognt so like a science report - but for training - a training report card - *chuckle* interesting.... love the examples.
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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).
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