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zer0Kerbal

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Everything posted by zer0Kerbal

  1. If you don't mind, and after doing all the hard work of renaming, I wouldn't mind releasing them as I have adopted ARP and Olympic1's icons as well. I am getting the final polish on ARP/ARPIcons before releasing shortly. You should know how to find what I am working on by now - in case you want to take it for a spin.
  2. Field Training Lab (FTL) Version 1.2.0.0 for Kerbal Space Program 1.9.1 zer0Kerbal released this on 2020 04 05 Version 1.2.0.0 - New Carpets! Automation Motivation Modernization - DO A CLEAN INSTALL: DELETE EXISTING THEN RE-INSTALL - KSP 1.9.1 with .NET 4.8 - update Editor GetInfo() to be more informative - include assembly version in PAW - isn't that enough? added game settings page - disabled for now added global setting to enable/disable PAW color added option to globally enable/disable added option: use science and ratio added option: use reputation and ratio added option: use funds and ratio See Full Changelog for full details of changes See Known Issues for known issues red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Kerbal Space Program 1.9.1 Unity 2019.2.2f1 .NET Framework 4.8
  3. Field Training Facility (FTF) Version 1.2.0.0 for Kerbal Space Program 1.9.1 zer0Kerbal released this on 2020 04 05 Version 1.2.0.0 - New Carpets! Automation Motivation Modernization DO A CLEAN INSTALL: DELETE EXISTING THEN RE-INSTALL KSP 1.9.1 with .NET 4.8 update Editor GetInfo() to be more informative include assembly version in PAW isn't that enough? added game settings page - disabled for now added global setting to enable/disable PAW color added option to globally enable/disable added option: use science and ratio added option: use reputation and ratio added option: use funds and ratio See Full Changelog for full details of changes See Known Issues for known issues red box below is a link to forum post on how to get support Kerbal Space Program 1.9.1 Unity 2019.2.2f1 .NET Framework 4.8 Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date
  4. Version 4.0.2.5 for Kerbal Space Program 1.9.1 zer0Kerbal released this on 2020-04-04 Version 4.0.2.5 - New Carpets! DO A CLEAN INSTALL: DELETE EXISTING THEN RE-INSTALL update to KSP 1.9.1 update included Extraplanetary LaunchPads (Launchpad.dll) to 6.7.1 See Full Changelog for full details of changes See Known Issues for known issues red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date
  5. download the imgur album =- it has the license (CC-BY-SA) - will have to rename the files though.
  6. couple of notes: .NET 3.5 for KSP 1.7 and earlier .NET 4.+ for post KSP 1.7 also you can do this: I define an environmental variable to point to my Dev installs. DevDir17 = KSP173 DevDir18 = KSP18 DevDir19 = KSP19 and then in the .csproj: <ItemGroup> <Reference Include="$(DevDir173)\KSP_x64_Data\Managed\Assembly-CSharp*.dll"> <Private>False</Private> </Reference> <Reference Include="$(DevDir173)\KSP_x64_Data\Managed\UnityEngine*.dll"> <Private>False</Private> </Reference> <Reference Include="$(DevDir173)\KSP_x64_Data\Managed\UnityEngine.UI.dll"> </Reference> <Reference Include="$(DevDir173)\GameData\000_Toolbar\Plugins\aaa_Toolbar.dll"> <Private>False</Private> </Reference> <Reference Include="$(DevDir173)\GameData\000_ClickThroughBlocker\Plugins\ClickThroughBlocker.dll"> <Private>False</Private> </Reference> <Reference Include="$(DevDir173)\GameData\001_ToolbarControl\Plugins\ToolbarControl.dll"> <Private>False</Private> </Reference> <Reference Include="System" /> <Reference Include="System.Core" /> <Reference Include="System.Data" /> <Reference Include="System.Data.DataSetExtensions" /> <Reference Include="System.Xml" /> <Reference Include="System.Xml.Linq" /> </ItemGroup> this is for 'Biomatic' one of my adopted mods (from @Biff Space) kindly note the wildcard '*' in the filename. It works to draw in all others. I rather have too much included, than not enough, especially since a smart compiler only keeps what it needs. Also the <Private>False</Private> tell the compiler to not copy the .dll when it compiles. I use the environmental variable for several reasons: 1. so others can recompile the code much easier 2. more importantly, so I can can develop and maintain multiple versions of the same mod - for different versions of KSP)
  7. drop the visual enhancements and you'll go far. my super-grand-spud (2008 HP Dv7 notebook) runs 220++ mods just fine on an SSD with 8GB memory-and integrated graphics - but no visual mods (except KS3P)
  8. excellent question. only resources are connected. so to get skill/profession bases bonuses like (DrillSkill) or HeatProduction or GeologySkill or ConverterSkill need to be physically present - so yes, in same vessel, or KAS'd or docked. Reminds me to publish my mod "KerbalEfficiencies"
  9. Well color me amazed. it was working, just well, I had the amount set so low....
  10. LanderTek has one... and so many others. just can't remember them right now.
  11. Wonderful. Had seen and was considering. Would you mind doing a GitHub PR? https://github.com/zer0Kerbal/KeridianDynamics Either way - thank you! +1
  12. simple method/function/sub for a mod (and hopefully other mods I'm working with) call ConsumeEC(TimeWarp.fixedDeltaTime) called from OnUpdate and OnFixedUpdate to check to see if enough EC to consume; if not return false; if there is enough EC to consume, consume it; return true. It doesn't seem to be working - ie everything is running fine - except it isn't consuming EC. public override void OnFixedUpdate() { Log.dbg("OnFixedUpdate"); if (BiomaticIsEnabled && HighLogic.CurrentGame.Parameters.CustomParams<Options>().UseEC) { if (ConsumeEC(TimeWarp.fixedDeltaTime) == false) { ScreenMessages.PostScreenMessage(Localizer.Format("#Biomatic_PM_EC01")); // "Electric Charge Depleted. Stopping Biomatic Scanning." } } base.OnFixedUpdate(); } public override void OnUpdate() { Log.dbg("OnUpdate"); if (!BiomaticIsEnabled) return; if (BiomaticIsEnabled && HighLogic.CurrentGame.Parameters.CustomParams<Options>().UseEC) { if (ConsumeEC(TimeWarp.fixedDeltaTime) == false) { ScreenMessages.PostScreenMessage(Localizer.Format("#Biomatic_PM_EC01")); // "Electric Charge Depleted. Stopping Biomatic Scanning." } } //base.OnFixedUpdate(); base.OnUpdate(); } public bool ConsumeEC(double elapsed) { Log.dbg("ConsumeEC : elapsed: {0}", elapsed); double ec = 0, amount = 0; if (CheatOptions.InfiniteElectricity == true) { Log.dbg(String.Format("CheatOptions.InfiniteElectricity({0})", CheatOptions.InfiniteElectricity)); return true; } else foreach (Part part in ActiveVessel.parts) foreach (PartResource res in part.Resources) if (res.resourceName == "ElectricCharge" && res.amount > 0) { Log.dbg(String.Format("part {0}.{1}:{2}]", part.name, res.resourceName, res.amount)); ec += res.amount; // tally total EC available on ship Log.dbg(String.Format("total EC available {0} ]", ec)); } amount = ECresourceConsumptionRate * TimeWarp.fixedDeltaTime; Log.dbg("EC available: {0} / Consumption Rate: {1} / fixedDeltaTime {2}", ec, ECresourceConsumptionRate, TimeWarp.fixedDeltaTime); // if not enough EC to power, then SHut.It.Down if (ec < amount) return false; //? compute consumption //? don't forget to consume the EC needed to power this beast part.RequestResource(ElectricChargeID, amount); return true; }
  13. I just heard back from @Eleusis La Arwall. Gave permission. Proceeding with adoption as time permits.
  14. ADOPTION INTENT NOTICE Greetings. I asked @Sage Sagan, @blackheart612, @Daemoria, and @Nazari1382 for permission to update / continue / adopt / release the above named wonderful mod. I absolutely love this mod and really want others to enjoy it as well. Small footprint, few well designed and textured parts. I like it. Hopefully I hear back soon with an answer; however in the case I don't hear back, I intend to respectfully proceed as permitted by the individual licenses of this mod as soon as the end of March 2020, . I will provide recognition of original authors/maintainers; and I will gladly step aside should you ever want to continue this mod yourself. Thank you kindly in advance! Pteron: New Thread Here:
  15. which mod - author? As far as this mod - everything that came with originally will still come with it.
  16. thank you. Feedback is very important, and something that I often don't get enough of, except - it's borked, and I do not know why. I have been working on an update - just a small one, and will work on the patch as well. PS there is no reason why it shouldn't work on 1.8.x/1.9 but as always /YMMV/ and best to use a version specifically compiled for your version of KSP.
  17. look for the mod: community
  18. MOD ADOPTION NOTICE Greetings. I have asked @artwhaley for his permission to update / continue / adopt / release this wonderful mod. I absolutely love this mod and really want others to enjoy it as well. I am in the final stages of modernization and hopefully will release soon.. I will provide recognition of original authors/maintainers; and I will gladly step aside should they ever want to continue this mod. Thank you kindly in advance! Dreamer: more news when there is news.
  19. MOD ADOPTION NOTICE Greetings. I have asked @artwhaley for his permission to update / continue / adopt / release this wonderful mod. I absolutely love this mod and really want others to enjoy it as well. Small footprint, few well designed and textured parts. I like it. I am in the final stages of modernization and hopefully will release soon.. I will provide recognition of original authors/maintainers; and I will gladly step aside should they ever want to continue this mod. Thank you kindly in advance! WhimChaser: more news when there is news.
  20. MOD ADOPTION NOTICE Greetings. I have asked @artwhaley for his permission to update / continue / adopt / release this wonderful mod. He graciously agreed. I absolutely love this mod and really want others to enjoy it as well. I am in the final stages of modernization and hopefully will release soon.. I will provide recognition of original authors/maintainers; and I will gladly step aside should they ever want to continue this mod. Thank you kindly in advance! LanderTek: more news when there is news.
  21. MOD ADOPTION NOTICE Greetings. I have asked @artwhaley for his permission to update / continue / adopt / release this wonderful mod. He graciously agreed. I absolutely love this mod and really want others to enjoy it as well. Small footprint, few well designed and textured parts; and Ladders. I like it. I am in the final stages of modernization and hopefully will release soon.. I will provide recognition of original authors/maintainers; and I will gladly step aside should they ever want to continue this mod. Thank you kindly in advance! Simple Cargo Solutions: more news when there is news.
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