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Kreuzung

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Everything posted by Kreuzung

  1. class ModuleKrTestSpam :PartModule { public override void OnActive() { print('OnActive'); } public override void OnAwake() { print('OnAwake'); } public override void OnInactive() { print('OnInactive'); } public override void OnLoad(ConfigNode node) { print('OnLoad'); } public override void OnFixedUpdate() { print('OnFiyedUpdate'); } public override void OnUpdate() { print('OnUpdate'); } public override void OnSave(ConfigNode node) { print('OnSave'); } public override void OnStart(StartState state) { print('OnStart:' + state); } } Works, but I\'m too tired to look when what is exactly called.
  2. No, it doesn\'t. Almost all things still work, you only need to update to use the new features.
  3. I\'ll look at that, but it probably uses OnEditorUpdate(), which is AFAIK not aviable for part modules.
  4. BTW, if I\'m using part modules, is there a way to find out if I\'m in an assembly building or on flight scene and if the game is paused? Everything I tried out was either wrong or not completely accurate.
  5. It\'s some sort of fun science. It\'s indeed used for mapping. While mapping, it draws a map to it\'s own gui, and/or stores the data to a .csv file (both can be toggled on/off during flight), which you can use for quite a lot of things (people seem to feed every available gegraphy program with it).
  6. It\'s possible, just find their vessel, and apply a part module to the first part of it (that AFAIK is the Kerbal itself). They you can do pretty much everything you can do with a normal part module.
  7. It\'s called Romfarer_LazorSystem, you can find it in the pugin development forum.
  8. The part module system works fully, and my engine allows a second fuel type (only a mumech one, but however, I can change that). There\'s also an engine part module plugin which takes 2 resources in the plugins for addon devs forum, it\'s called 'KA Aerospace'. It could take energy, but it whould drain it like normal fuel, not from everywhere.
  9. Plugins generally do work on mac, the mapgen does not.
  10. What? The unmanned pods still work! There\'s just a little bug if you use them together with a crew tank, but otherwise they are fine.
  11. 1) MuMechLib installed (Version 1.9)? 2) air filters don\'t work anymore in the new ZO2 version, which doesn\'t work anymore too. Updated the parts and configs .zip file, however, nothing really changed, the old ones are fine too.
  12. They\'re in stock .16, structural tab I think.
  13. Since I yesterday found a way to make tools, I have destroy EVAs on my list ;P Actually, I\'m working on parachute packs you can take from the craft, but I also allow taking the parachute from a ship in case of emergency ;P
  14. 8/10 what do you nead a combine harvester for? +1 for German text
  15. Yesterday I found out that adding functions to EVA Kerbals works exactly the way I expected it to do, and I had the idea of making some equipment for them, maybe I\'ll look at placing flags too since it\'s been suggested very often.
  16. I have that too, but DYJ uploaded a version 1.1, do you still have the old one? Didn\'t really play since I downloaded the new one.
  17. Magnets should be possible since there\'s also part gravity.
  18. right arm. Imagine how much you can do with 2 arms! Maybe eve save the ship ;P
  19. You could try to add a MechJeb to the lander, but it might be almost uncontrollable without the pod\'s gyroscope.
  20. It\'s been removed \'cause it didn\'t work properly, it\'s not made by r4m0n and we have to wait for it\'s developer to update it, then it might be re-added.
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