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zer0Kerbal

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Everything posted by zer0Kerbal

  1. sweet - I only use one or two (lights) - but still great. kindly also post the patches here.
  2. Version 2.0.3.0.2 - ¿Conectado? zer0Kerbal released this 20 Jan 2020 Version 2.0.3.0.2 - ¿Conectado? Red de logística simple Added localization for Spanish (es-es.cfg) (thank you @Fitiales) Kerbal Space Program 1.8.1 Unity 2019.2.2f1 .NET Framework 4.8
  3. yes - MechJeb can autoexecute maneuver nodes - but only when you are in active control (focused) on that ship. it can also drive a rover, and pilot a plane... /YMMV/ PS - unless you have it set otherwise, MJ abilities 'unlock' via science (only applies to sandbox and career modes)
  4. thank you. noticed it on other related postings, and thought I had swashed the typo everywhere... guess not. Done. I blame my oops on spending too much time corresponding with friends who use Her Majesty's English.
  5. glad to hear that! ad hoc, ergo promptus hoc: am looking at adding vessel.situation - prelaunch and splashed as optional conditions that allow SL to function.
  6. I think I found the issue: had 0.2 instead of 1 for the tank definition. that should fix it. was an issue with KGEx tank type.
  7. SC uses module manager patches to do just that. take a look if you wish.
  8. SimpleConstruction? If that is what you are looking for - it still works.
  9. very stretch goal: cleverbobcatResources has some real cool code for drawing a line (or highlighting an area) showing resource transfers. including: focused transfer, area transfer, line-of-sight, LoR (loss-over-range (efficiency)) nice. thank you. rough in coding that should get it 90% of the way. keeping the angle for future jic.
  10. I just don't know how to find the distance (straight line) from the current vessel to the the vessel being queried. something like vessel.rangeto...
  11. at this moment - no. range is determined by physics range (if I am understanding the code). However, I believe that with a little code it can be limited like that. it is one my long term stretch goals. Adding the settings/difficulty code is simple (thanks to you).. should be just adding an additional condition in this code (&& closer than double rangeLimit) using this with a tank locker (like one of your mods) might also present some interesting game play options. I also like the suggestion above concerning speed < maxSpeed as a gameplay option ( @severedsolo ) . (see wiki for full ideas/wishlist) continuing with what @severedsolo suggested, " Vessel.Situations.PRELAUNCH Vessel.Situations.SPLASHED" should be added (with option to disable in settings) since I can see valid gameplay options especially with EL...
  12. *sheepish grin* sorry 'bout that. not enough Jeb's Coffee. yes, anything that has the basic ability to be a controllable vessel now can act as auxiliary storage - as long as it is landed. /YMMV/ happy provisioning! it's loading day! ps: there has always been talk about what to do with used fuel tanks in NASA and others....
  13. I don't think TweakScale does. It was something I was looking at in game...
  14. good to know, and thanks for checking. I think it was/is intentional; if I was a better coder I would add an option to the game settings menu (I can add the game settings menu/option/difficulty settings anything more, not so much) to enable/disable movement. difficulty settings would control how far; currently all vessels in physics range (IIRC) - so about 2.5km. but that is for another day.
  15. thank you! open to almost all PR's. Now if only could find someone to update the GUI...
  16. thank you. I believe it does - code is elegant and well written - @RealGecko did good code. uses: if (FlightGlobals.ActiveVessel.situation != Vessel.Situations.LANDED) {}
  17. thank you to user @fitiales for creating & pushing the Spanish translation localization file. SimpleLogistics now speaks three languages. Will be in next update; however if in a rush - you can download the file and put in the GameData\SimpleLogistics\Localization folder.
  18. SL missing textures might have caused this - might - however, more likely the GUI/UI just wouldn't appear. excellent.
  19. Version 2.0.3.0.1 for Kerbal Space Program 1.8.1 Released on 2020-01-18 Version 2.0.3.0.1 - So that's where the extra nut goes! add missing textures for UI Kerbal Space Program 1.8.1 Unity 2019.2.2f1 .NET Framework 4.8
  20. ^^^ this appears to be the case. after launching your plane, taxi it a couple of meters and then stop it - then you can use SL.
  21. hmm... planes can, anything that has the module can. was the vessel just launched? if so you have to either launch it or move it IIRC. same thing goes as for rockets (all vessels) are concerned. Just launched won't hook into the network until after it has launched. it's KSP that decides what is 'pre-launch' and 'launched'. I will experiment to see, since I rarely use planes.
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