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sirkut

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Everything posted by sirkut

  1. So you are having problems with pre fork parts then? I created a new part for giggles that is a rotatron but it's a cone instead of a cylinder and it worked well. Trick is making sure the mesh names are correct:
  2. Currently the only real way that I know how to test a dll within KSP is to use a lot of Debug.Log messages to print values or strings just to give a status of the flow.
  3. I may have a trick for you. When I get home I will try something that I have used then let you know.
  4. Samples? Oh man I have no idea. I suppose you could try downloading some other people's plugins that include the source code, try to get those to compile and place them in your KSP game. Then next step is modify them and see what it does. The files on github won't compile right away without some changes. I'll need to contact the author.
  5. I've been developing in c# for a few years at my current job (web services, web apps and a few winforms) before I moved to being a DBA. Now it's just for fun rather than work. Php junkie to learn? Do you know any java, I'm going to flinch saying this bit it's similar in syntax. You can get either the visual studio express IDE or sharpdevelop to get started. I haven't tried sharpdevelop so I may install it so I can tell you how to set it up.
  6. Ezrillc, I can join with you if you like. I'm pretty familiar with programming and have made my own custom mod to the part filter plugin that got rid of the annoying mod pack filter window. I have some ideas I would like to add to hyperedit. One of which is an info window that gives a legend that explains what the parameters are.
  7. Once you get it working you will NEVER go back. Trust me it's really nice to pinpoint the attachment nodes.
  8. You can eliminate size and method for the time being as they won't do anything. try using my example below. Be sure to name your empty game object 'bottom' When I create mine I nest both the model and the empty game object under the same parent. NODE { name = top transform = bottom }
  9. I saw vertex planet but didn't see where minmus comes into play.
  10. Yup I got it to work. Make sure your empty gameobject's blue arrow point inwards on your part.
  11. I saw that code but couldn't quite figure out what to do with it so kudos to you good sir. I'm still hacking at it.
  12. Hope it works! It's the only thing I could think of and I'm not at my main machine to test it out myself.
  13. It's not impossible. There's just a few things that have to be met before a planet is created. Just a matter of replicating what is already there for an existing planet. Creating new star systems however doesn't seem plausible just yet.
  14. Good to see someone else is trying to do this as well.
  15. Yup. You are correct. I completely missed that part. I guess that's why it doesn't work because it snuck past someone else.
  16. Now that's a novel idea! I also need to learn KSP's particle emitters from it's PartTools.
  17. I was puzzled why no one created external seats.. well I did! Note:Still need to fix the attach height. It's floating just a bit high.
  18. No thanks to the devs on helping us out with that one.
  19. Oh wow. I didn't even bother trying that out. That sucks!
  20. Looking at the code I think 'method' is in being passed correctly. I still have no idea what the methods actually do though.
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