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sarbian

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Everything posted by sarbian

  1. Kopernicus then ? @Thomas P. ?
  2. Changing Kerbal stats is annoying to do. Do you change only the new one or also the old ? I can have a quick look... Which mod add this ?
  3. The VS one does it but is not maintained. The resharper one is maintained but require resharper
  4. No, it would be a / to get the part ressource. @ is for a global node. origLFO = #$/RESOURCE[Oxidizer]/maxAmount$
  5. The earlier you can do is a KSPAddon set to immediate and the call you want in Awake. (static is a really bad idea if you use any Unity method)
  6. If you use the stock localization code then it is easy to add a new lang with a cfg/MM patch. You should let native speaker translate from your cfg.
  7. It is accurate enough. You just must not expect it to do a 500+ m/s burn with a "large" TWR with perfect precision. Adjustment needs small engines and small burn. Like IRL.
  8. Thanks to @blowfish work here is a build of MM for the current Pre Release. ModuleManager.2.7.6-pre.dll It should fix the few bugs related to Pre Release. Do not distribute it with your mods.
  9. You forgot to talk about me making all this to build up my ego and save myself from a meaningless life.
  10. I am. Anythings that inherits Unity.Object does not have its native part cleaned up auto magically. GameObject do on scene change but that s the only one AFAIK.
  11. Sorry for stating the obvious but orbit are not straight lines. The velocity will rotate with time. You do not state the time difference between each samples. Try with GetOrbitalStateVectorsAtUT
  12. "could not load type 'System.Func`2' from assembly 'mscorlib, Version=4.0.0.0," You did not built it for .NET 3.5.
  13. Squad uses TextMeshPro and that does not makes any uses of Unity native font system. Destroy(Immediate) have nothing to do with the GC. It s a Unity call to remove a native Unity (C++) object. My advice : Use TMP for your text . You can even make your own font (at least I can for you since I own the package in the proper version)
  14. If you are linking MJ then it s just vessel.GetMasterMechJeb() to get the active MJ core.
  15. My best advice would be to install an actual antivirus to replace that money grabbing mess.
  16. And to add to what @xEvilReeperx said : Do not do non GUI code in onGUI. You do not know how many time per frame the method will be called. If you need to do something once per frame do in in an Update. And yes, for the love of whatever you want DO NOT "new texture".
  17. I would not jump on all of this too soon because from what I gathered some of the code is not final.
  18. This could just be a source file you add to your project. But runtime conditional logging usually has the default of allocating the strings even when disabled... Building with a [Conditional("DEBUG")] attribute on your logging calls may indeed be a better idea.
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