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Kreuzung

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Everything posted by Kreuzung

  1. >Pigbear Thx^^ >Mihara I never even bothered to look into the .21 compatibility of that module since it seemed to have lost it's popularity. These errors seem to be all my fault ("Energy" was the resource used by the ancient ElEnergy plugin, anyone remember that one?), Guess I'll have to look into that... For some reason the dumbest nickname ever, "Kreuzung", is already taken on GitHub, and what I thought could be my artist name gives a band as first result... Note to self: Don't expect your name to be unique because it's "far too random"
  2. Took me half a minute to figure out that this is the thing we're talking about in chemistry right now, lol
  3. If I knew how to aerodynamics But yeah, wingsuits whould be epic for VAB basejumping and should definetly be doable. BTW, thanks for motivating me to continue coding on the new 2.0 version^^
  4. Yes, but I don't mind them. The user below me has watched Mirai Nikki.
  5. Well these parameters are specific to my mod, as I already said in my own thread.
  6. Are you trying to use this on normal spacecraft parachutes? These parameters only work on my custom EVA parachute module, which might or might not work on spacecraft, it should but I haven't tested.
  7. It's kinda boring but that might just be having had the worst 2 maths teachers of the school in the last 2 years... The user below me has been to Hamburg.
  8. I know how to make a mod. Wanna know why? Because I taught myself how to do it:sticktongue:
  9. 0/10 I'm sure I've never seen you before.
  10. What? The user below me doesn't like it when people start a sentence normally but then nonsense potato.
  11. Eisenbahn.exe European Class. I played that game for maybe 2 years nonstop when I was in primary school. For those 100% of you who don't know the series, it's a model railway "simulation" game (it really doesn't simulate anything but basic train physics... yes only trains. Later games officially had other kinds of vehicle as well, but they all worked like a train). You could place all tracks and buildings yourself and move trains, which I just loved back then. Later I got a newer game from the series, which I played for like 2 years as well, but eventually left because it was a DLC hell, whenever you needed some model you didn't already have in your collection (which was 95% in the "misc" category and editing the list was a pain I never really tried), you could either make it yourself with their custom 3d modeling program (which sucks and is nothing like normal 3d modeling) or download it from the internet, where 95% was in their webstore for >2€... and modding was illegal, you needed a contract with the publisher to publish models. I tried getting back into these games, but I cannot play them anymore ;( After I left Eisenbahn.exe I started playing Emergency 4, which I am still modding today... In fact I'm starting to reverse engineer it. That game is older than 6 years as well, and they just announced Emergency 5 this year (after releasing a bad mainstream-oriented spinoff and an addon to that in the last 2 years). Oh, just noticed what I said about Eisenbahn.exe and physics isn't entirely true... later games had a hilariously bad cargo system, which bugged out about every time you used it.
  12. Sorry to say, I definetly have them but I can't access them now, my PC is a 10 hour train journey away and I don't seem to have them in my Dropbox (maybe in some .zip but it doesn't sync properly, and you cannot browse zip files on the web site without having to download them all which is a PITA).
  13. Eh... they should have a 'maxUses = <number>' line which determines how many it can eject... but I think I screwed up some config files. Anyway, you can just add that line to the MODULE{} node of the ejection module.
  14. You can use multiple modules Also, you can edit the number of ejects in the config file, it's also possible to set it to -1 to reuse it as often as you want. About the new version, I hate to say it but I'm lacking any motivation to work on this and I'll be on holiday for 3 weeks as well, so it won't come anytime soon... But it will come.
  15. I like Touhou music hehe^^ https://www.youtube.com/watch?v=uxuiFHWNcG0
  16. I know about that issue (it's case-sensitive on Windows as well, which is a good thing if you ask me because then it's the same on all platforms). I also fixed this some time ago but never got around uploading it, but I did that right now: https://dl.dropboxusercontent.com/u/82912977/Vanguard/Partfix.zip
  17. Just saying that this mod seems to work fine in .21 Still didn't start working on 2.0 though.
  18. 10/10 everyone should know you in here
  19. 0/10, never seen you before...
  20. My last post was even less friendly, so I'm sorry as well. Have a fixed plugin (overwrite file with the same name in GameData\VNG)^^ https://dl.dropboxusercontent.com/u/82912977/Vanguard/VanguardTechnologies.dll
  21. You've been slightly aggressive when writing that post, right? I have absolutely no idea why the whole mod should break without the internals removed, and you never provided me any other information other than "doesn't work", which can really mean everything. I found some useless line in the ejection module code which might screw up without internals, but as said, I'll rewrite the whole mod so I'm not gonna put out another version with just that line removed, sorry. If you wanna recompile it yourself, just remove line 33, "print(kerbal.KerbalRef.InPart.name);", from ModuleEjectCrew.cs, not sure if that is the problem but it's worth a try.
  22. Yes. Models will be redone for the next update, whenever that happens.
  23. >6677 As already said, check your file structure. If that doesn't work, please check the debug log after trying to deploy.
  24. >ArkaelDren I once had a part with a wrong internal setup and it didn't really work on that one, but I'm quite sure I've ejected from an internal-less part. Try removing the INTERNAL nodes from the part.cfg's. >Smurfalot I originally wanted it to be fully manually, but I am considering automatic deployment now. Also, if you use space+f below 100m you directly go to full mode. Landing in half-deployed mode works fine too, at least on Kerbin.
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