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sarbian

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Everything posted by sarbian

  1. Ok, can you lock MJ thread before I start throwing rocks at people who run Pre and can't read. Thanks.
  2. YES, IT IS CHEATING. CAN WE MOVE ON ?
  3. Indeed, I did not though of that case. Worth having a look.
  4. Did you see anything in the OP or the thread that would make you think any version of Mechjeb should work with the 1.3 pre release ?
  5. Do we really need a rolling file appender with daily and size trigger in KSP ? You have a Debug.Log, Debug.LogWarning and Debug.LogError. Adding a static call that only uses one of those when some var is set is not exactly a thousands lines project
  6. Setting up a dev env is not exactly the hard part of KSP plugin modding.
  7. Note that there is a stock bug where the node changes position in some circumstance. I sent a report a while ago, we will see if it is any better in 1.3
  8. I have no idea. The only limit I know is activeContractsLimit and it is set to 2, 7, unlimited. So no 27 there...
  9. Make a bug report in the coming 1.3 open testing. A LateUpdate should run after the stock code so you "only" have to you find out the proper rot. LateUpdate() { NabBall nav = FindObjectOfType<KSP.UI.Screens.Flight.NavBall>() // cache somewhere nav.navBall.roation = ??? }
  10. If you start disabling stuff that is meant to run then you will start breaking stock and modded game. For example the whole comm network requires the vessel module to run for all vessels.
  11. v1.1.11 Add homebodyEVA (Are EVA allowed on the home body before EVA is unlocked ?) Add homebodyAtmoEVA flags (Are atmospheric EVA allowed on the home body before EVA is unlocked ?) CustomBarnKit-1.1.11.0.zip
  12. If you are playing a career game and your tracking station is not upgraded then MJ can not create the node it uses to circularize.
  13. it was processing the full array of particles instead of only those that are actives.
  14. Can I get some feeback on the performance of this version: SmokeScreen-2.7.3.0.zip
  15. In the GCMonitor\PluginData\GCMonitor directory you have a config file. fpsXEditor & fpsYEditor are the counter positions
  16. Thanks for the feedback so far. I am more or less stuck with the mouse issue since I can not know on which screen the mouse currently is. I did a few test with Unity and it works in 5.5. Now it all depends on the version of Unity in the next KSP. I will still try to add a few things that could make people happy like the basic components required for mods to display some UI on an other screen, and maybe test with muti monitor space view. But without proper mouse code I don't see what else I could add.
  17. First : This is an early alpha than I want to get out to see how it works on other computer and OS to see if further work is justified. It lacks a lot of planned features and may (will) crash your game. Do not complain here if it crashed your precious save, this is alpha code. A couple of weeks ago I was a bit tired of working on the same problems of my old mods. I needed something fresh to work on and I stumbled upon an old note from back in KSP 1.1 that ended with: "Check again when KSP uses Unity 5.4+". As it happens this is the case now so I unearthed that old idea to see where it could go. A few coding session later here is the result (and as I said this is an early alpha). I am not explaining the mod purpose here for a day or two, see for yourself To use this mod you need at least 2 monitors. If Unity detects only one it will not work. You may have to run the game in DX11 or OpenGL if both monitor are not on the same resolution and refresh rate. To activate it press the numpad 0 key. To switch the control focus press the same key again. So I need your feedback to know how it works on your KSP install : Does it crash the game ? If it does please share your config info (OS; DX9 or DX11 or OpenGL...) & logs When you move the mouse around does the "display id" text (top left of your monitor) ever changes to something other than 0 or is the mouse position negative when your mouse is not on your main screen ? Comment & Bugs ? (Obviously the mod is not finished) Download : SideView-0.9.0.0.zip Licence : MIT Source
  18. Runmode starts at 1 and you get into the loop. In the loop you stage when runmode is 1 and switch to runmode = 2 only when the groundspeed is high enough. So what you actually wrote is : "stage until the ground velocity is superior to targetvelocity"
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