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KSP2 Release Notes
Everything posted by zer0Kerbal
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[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
zer0Kerbal replied to TriggerAu's topic in KSP1 Mod Releases
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. -
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
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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
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SimpleConstruction! (SCON) Stock rocket building
zer0Kerbal replied to zer0Kerbal's topic in KSP1 Mod Releases
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 -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
zer0Kerbal replied to TriggerAu's topic in KSP1 Mod Releases
download the imgur album =- it has the license (CC-BY-SA) - will have to rename the files though. -
Best way to start making mods?
zer0Kerbal replied to Livaco's topic in KSP1 C# Plugin Development Help and Support
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) -
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)
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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"
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Still congrats! no matter what #
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Looking for: Mod with a 3-crew landing command pod / module
zer0Kerbal replied to Cooper42's topic in KSP1 Mods Discussions
LanderTek has one... and so many others. just can't remember them right now. -
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; }
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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:
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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.
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look for the mod: community
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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.
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WhimChaser Shuttle [Alpha Release - feedback welcome!]
zer0Kerbal replied to artwhaley's topic in KSP1 Mod Releases
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. -
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.
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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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A Set of Mods for a Complete KSP Experience
zer0Kerbal replied to linuxgurugamer's topic in KSP1 Mods Discussions
per the stream: Suggest: B9 Stock Patches