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KSP2 Release Notes
Everything posted by sarbian
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The content of MM thread since 1.6 begs to differ
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[1.8+] Custom Barn Kit 1.1.20 (19 October 2019) - Parachute Included
sarbian replied to sarbian's topic in KSP1 Mod Releases
v1.1.19 orbitDisplayMode is now an array and you can start without the ability to see any orbits. See the default file comments Downloads : CustomBarnKit-1.1.19.0.zip It seems it was fixed. -
[1.2.2] SideView Alpha 0.9 - Expand your horizon (or crash the game)
sarbian replied to sarbian's topic in KSP1 Mod Releases
Nope. Each Unity version seems to bring new bugs related to multiple displays. The current one crashes if the display resolution are different which is the case for me... -
[1.8+] Custom Barn Kit 1.1.20 (19 October 2019) - Parachute Included
sarbian replied to sarbian's topic in KSP1 Mod Releases
It is the same code but built for 1.5 -
Ok, we are back online with the old server while I get the new one ready (new provider and I have a few quirk to fix). For those interested by the nerdy part: Old server now has a faulty RAM stick (and ECC does its best to deal with it) I won't get it fixed because I planned to ditch the old provider after their last "hey, here is a +26% on your server bill" a few weeks ago The server runs proxmox with a ZFS pool for storage. Bad RAM + ZFS => bad stuff The ZFS log got corrupted bad enough that the poor linux kernel actually segfaulted... from there it was impossible to mount the ZFS without crashing the kernel I tried a bunch of rescue CD (booting an ISO thru the network... glad I have fiber) without much luck. A FreeBSD even rebooted when mounting the ZFS. I finally found a Linux ZFS rescue ISO with a release candidate of the next ZFS on Linux release and that worked. Scrubbed the ZFS volume. Exported the KSP/Jenkins VM image to have a backup and rebooted to a ItDidNotCrashYet™ state. I am getting the new server ready and will do my best to get it ready ASAP
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I love it when people dismiss an issue like this. There have been multiple patch to the controller and you can even choose one of the 3 available controller to find what suits your rocket best. If you can do better then write a freaking patch. I would love a amazing controller that can handle whatever freak build you throw at it. But I get more amateur hours analysis (FPS dependant, lol) than contributions.
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C# Code for Controlling Wheels
sarbian replied to Ulico's topic in KSP1 C# Plugin Development Help and Support
As I explained in my other post that it is not the case. -
You need to use the callbacks to control the vessel or you will fight with the stock code (and other mods). Somewhere in your OnStart public override void OnStart(PartModule.StartState state) { if (vessel != null) { vessel.OnFlyByWire += MyControlMethod; // or OnPreAutopilotUpdate / OnAutopilotUpdate / OnPostAutopilotUpdate depending on how soon/late you want to do it in the controls orders } } Make sure you have a OnDestroy void OnDestroy() { if (vessel != null) { vessel.OnFlyByWire -= MyControlMethod; } } And somewhere else private void MyControlMethod(FlightCtrlState s) { s.wheelSteer = 0.5 }