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KSP2 Release Notes
Everything posted by sarbian
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http://www.kerbaltek.com/ribbons
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Toolbar buttons are fuzzy in 1.4.1
sarbian replied to linuxgurugamer's topic in KSP1 C# Plugin Development Help and Support
Just make sure you do not reaload your texture for each part or scene change because they are never removed from memory. -
Simple Module Manager Config Help
sarbian replied to VonFrank's topic in KSP1 C# Plugin Development Help and Support
You need to do it in 2 pass because if rescaleFactor is missing it can not know what to multiply with. // First pass. Add rescaleFactor to part that do not have the default value @PART[*]:HAS[~rescaleFactor[]] { rescaleFactor = 1 } // Second pass. Multiply rescaleFactor @PART[*] { @rescaleFactor *= 1.6 } -
Mechjeb does it.
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Ping me in a few days and I should have more time to explain how to find out your code actual garbage
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That's a lot. Something is really wrong in one of your mods.
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Can you elaborate ?
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Ok, fixed in dev. KoS has the additional "Quaternion.Euler(-90, 0, 0)" and it is wrong. See KRPC #293 and I just tested it again to be sure. The problem in the old MJ code (and stock I guess) is that the part are rotated against vessel.vesselTransform instead of vessel.ReferenceTransform Do you have anything in the log ? It works on Windows so hopefully it logs something useful on Linux...
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Best way to disable a part with modulemanager?
sarbian replied to tjsnh's topic in KSP1 Mods Discussions
The part is gone from the config so it will not be present. it does not prevent the loading of the model and texture however. It s just that the part will not show up in the part list -
ModuleEngineFX is a derived class of ModuleEngine. They work exactly the same. I doubt I advised you to do write unwarrantedly complex code
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If you want more than 2 engine switching then write a module that does the same thing as the stock one but support n engines. engine. Activate on 1 and engine.Shutdown() on the others. No need for un-needed complexity and to edit the engine stats live and break half the mods out there.
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Give them different names and they load fine with [KSPField]. And I must say that I don't understand the need for an other engine switcher...
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1.2
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If you open the UI (Alt P) and change the vale there does it work?
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- smokescreen
- realplume
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[1.4+ & 1.8+] Hyperspace - Load KSP faster on HDD (or not)
sarbian replied to sarbian's topic in KSP1 Mod Releases
The IL assembly is the black magic part. What the mod actually does is switching the constructor code of mono BinaryReader with my implementation that just add a BufferedStream before the reader. Edit: I am sure it could be made even faster but it get complex fast -
The system stayed compatible with old model so the number of parameters that are actually saved in the model is limited to a subset of what Shuriken can do. You should only edit the config from the "KSP Particle Emitter" component in the Editor. Anything changed in the "Particle System" component is unlikely to get saved. I plan to extend SmokeScreen to allow loading a full emitter from an asset bundle, which would let you use all (?) of the Shuriken parameters, but for now my priority is rewriting MJ UI. Edit: and it seems to simulate the actual result in play mode