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erendrake

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Everything posted by erendrake

  1. Tell us more about your "expectations". So far you havent mentioned anything that sounds impossible or out of line with our vision for the mod.
  2. I dont dislike the idea of a structure having a "manifest" or "info" choice that lets you see what is available. The biggest problem I have is that it shouldn't be something that has to be hand edited each time there is a change. I agree with Steven when he talks about having a much broader change to the way we handle structures so they are queryable and something like this can be generalized.
  3. With all of the activity in this thread and the github project. Does it look dead?
  4. I was just about to post exactly this, and you beat me to it. If we ever find a mod that does this in a way that is exposed to the ui i think we should: 1. slap said mod author because their mod will be hard to use 2. back up and allow yet another way to get the raw collection of modules. I dont think we will have to for the reasons steven has already talked about. BTW, apparently my subscription to this thread broke so i am reading through quite a few pages of discussion if i feel the need to necro something form awhile ago i apologize in advance
  5. Absolutely! We want to let you do anything you can do with the right click menu, eventually. some stuff gets a little complicated and so this was the part we were most confident in.
  6. erendrake

    Which one?

    [x] Kerbal Alarm Clock
  7. one possible issue is that many addons, like TAC, Interstellar, Kethane. Add their own resources. that pain is offset by the fact that each mod declares their resources in flat files. so you should already be able to scrape all of the resources from the gamedata folder.
  8. I know Greys has been working on similar problems. check this out http://forum.kerbalspaceprogram.com/threads/79175-Virgin-Kalactic-AdvGenerator-TrackResource-and-now-NodeToggle!
  9. I just finished a conversation with ferram about this, turns out that chasing TermVel with FAR will likely get your craft torn apart. He posited that other variables like AoA and Current Q would be a better abet more complicated method.
  10. we have a mixed bag for development, i use visual studio as the IDE and i use whatever unityengine DLL that is packed with KSP. I know that Steven uses SharpDevelop. I am happy to help out, i am most responsive on google talk/hangouts but you can get me by email as well. erendrake@gmail.com
  11. No shame required please feel free to contribute to our little project in any way you like! We always have room for another.
  12. Or i can file a bug that is a mistake
  13. I use kOS to automate it. I hear others turn off the delay.
  14. PRINT WARPMODE. SET WARPMODE TO "PHYSICS". SET WARPMODE TO "RAILS". Please post if that doesnt work.
  15. RUN program(p1,p2). passes arguments to the running script. DECLARE PARAMETER bar, foo. at the top of the invoked script to assign p1 to bar and p2 to foo. yeah, that is annoying. We dont have any tools for accessing the state of variables that might be undefined or null. Soon I hope to have the stage available for each part. Until then i am not sure you could get the ISP for the engines in an arbitrary future stage.
  16. I would say its a little bigger than that. any line that passes through that sphere would be attenuated as well
  17. Not like you are thinking but you can pass in parameters when you use the run command. Being able to wait for the user to press a key or line of text is on the roadmap No, where are you running into nulls? No, but you can get the list of engines, query if they are currently burning, and then get each engine's ISP.
  18. no kidding, all of the new bugs for my mods have been pretty insidious.
  19. I would use vim with the syntax highlighting from Steven, but notepad++ works very well
  20. It doesnt look like it for now, the Saturn IDE development is on hold for a bit.
  21. you are correct. I was unaware that this changed with 0.24 and i was talking about the older change where the default Universal "Day" shown on the clock was changed to 6 hours from 24 hours without changing the actual rotation of Kerbin. Which is why i said it would have no effect. I made a mistake and didnt notice that 0.24 changed the solar day to 6 hours exactly.
  22. This is something i am already working on right now, that is of course once i get off my ass and start working on kOS again. https://github.com/KSP-KOS/KOS/issues/169
  23. That was my bad then, I knew the second was the same I assumed that when they changed the default clock from a 24 hour to a 6 hour clock that they hadn't changed the actual rotation of Kerbin.
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