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Everything posted by brusura
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I'll try that, but every celestial object should have an orbit so it should not be null, I guess?
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[Minimum KSP version 1.11] Easy Vessel Switch (EVS) v2.3
brusura replied to IgorZ's topic in KSP1 Mod Releases
@IgorZ would you considering allow it to works with one modifier key and mouse? Left Alt + Left Click : switch vessel Left Alt + Left Click part of selected vessel: focus on selected part Left Alt + Left Click on empty space: reset focus on selected vessel Left Alt + Right Click part: focus on selected part ( like it is now for O ) Reason for this is that you have to press two keys on keyboard and move your hand around, while with one key and your hand always on the mouse it is easier and faster -
Hello I got this mod I am working on, in an almost usable way, but I do not like at all to mess with discovery state of object to hide orbits and I'd like to use drawMode as suggested by @Thomas P. , those are my first steps in modding and I am still trying to figure out what is working and what not, the following code get a NRE right after the ScreenMessages prints in the console: if (MapView.MapIsEnabled && Input.GetKeyDown(KeyCode.O) { foreach (CelestialBody Celestial in FlightGlobals.Bodies) if ((ActiveTargetID != Celestial.bodyName) && (ActualOrbitingBody != Celestial.bodyName)) { //Celestial.DiscoveryInfo.SetLevel(DiscoveryLevels.Name); ScreenMessages.print(ModName + "Celestial.orbitDriver.Renderer.drawMode = OrbitRenderer.DrawMode.OFF;"); Celestial.orbitDriver.Renderer.drawMode = OrbitRenderer.DrawMode.OFF; } } Any hint would be really appreciated. Thanks
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I make sure to be in mapview with MapView.MapIsEnabled and I tried with drawmode to OFF but same NRE I had some success following sarbian hints: foreach ( CelestialBody Celestial in FlightGlobals.Bodies ) { Celestial.DiscoveryInfo.SetLevel(DiscoveryLevels.None); //Celestial.orbitDriver.Renderer.drawMode = OrbitRenderer.DrawMode.OFF; ScreenMessages.print(Celestial.bodyName); } Still I would like to know what I did wrong trying to change the color Basically I need them to be transparent because I do not want to mess with anything else, I making this to reduce clutter while placing more than one manuever nodes , the idea is to show only those orbits: Orbiting Body Focused Vessel Targeted Body/Vessel Manuever Nodes
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Hello how do I change color of an orbit? Is it even possibile? I tried with setcolor and orbitcolor as you can see below but anytime I get a NRE when entering the foreach foreach ( CelestialBody Celestial in FlightGlobals.Bodies ) Celestial.orbitDriver.Renderer.orbitColor = new Color(0, 0, 0, 0); Thanks
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Thanks for checking, by hardcoded do you mean in the mod? Because in vanilla game without this mod the B wont engage RCS
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Thanks! Do you have any idea why if you press B while on EVA the kerbal engage RCS ?
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Dunno why, but I have a small text in the up right corner saying the numbers of kerbals on eva with this mod, also any chance to fix the rcs activation while on eva?
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If I know how I would, anyhow I had confimation also from MSD ( via mail ), rather than the license itself, he is ok if someone keep updating it as he is not planning to come back
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He is still somehow active on github , last commit for another project is dated 19 october, I have mailed him let's see
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Mmm...strange I have them, do you have tweakable enabled in the settings?
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
brusura replied to ObiVanDamme's topic in KSP1 Mod Releases
@ObiVanDamme I am having some NRE: Every time I add the 3D Lab in the VAB/SPH : Module OseModuleWorkshop threw during OnStart: System.NullReferenceException: Object reference not set to an instance of an object at Workshop.OseModuleWorkshop.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 Also there are still some part that could fit in the 18000 litres like the vector engine, but that still do not show up in the engine categories log: https://drive.google.com/file/d/0B4kd548FeSEpNkpMR25jSGVBd2M/view?usp=sharing -
fix the runway please!
brusura replied to yog-sothoth's topic in KSP1 Suggestions & Development Discussion
Of course they do not, but different colliders may interact differently... -
fix the runway please!
brusura replied to yog-sothoth's topic in KSP1 Suggestions & Development Discussion
I think yes, I installed correctly, but we are trying different wheels ...need to check witch stock -
fix the runway please!
brusura replied to yog-sothoth's topic in KSP1 Suggestions & Development Discussion
Have you seen my video? It is with that mod installed, not fixed -
Would like an option to make orbit lines and planets dot visibile also when zooming in and not fading away after x seconds. and to be honest all sort of fade away stuff, like vessels appearing after a while, I need all info at glance and not waiting for a fading xD
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fix the runway please!
brusura replied to yog-sothoth's topic in KSP1 Suggestions & Development Discussion
Sadly not fixed at all, dunno why the problem is exacerbated by the Akita wheels -
fix the runway please!
brusura replied to yog-sothoth's topic in KSP1 Suggestions & Development Discussion
Oh nice! I thought this mod was only for texture , do you mean this, right? Now using built-in meshes and textures for scatter objects (better performance) Added in the last change log I see....gonna try now, thanks -
fix the runway please!
brusura replied to yog-sothoth's topic in KSP1 Suggestions & Development Discussion
runway is made of segments, where those segments come in contact there is a bump , also at the end of railroad to rocket launcher, even more noticeable Dunno why it is not a single mesh -
I can not place anymore node after SOI transition , still figuring out steps and mods to reproduce it, the problem goes away by restarting KSP , save and load does not work
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
brusura replied to cybutek's topic in KSP1 Mod Releases
Because it a dev version not the official one -
[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
brusura replied to RoverDude's topic in KSP1 Mod Releases
I dunno what I did horrible wrong for getting spammed this as I add a part with any resource to the vab: MissingMethodException: Method not found: 'ResourceRatio..ctor'. Only when I install this mod. LOG: https://drive.google.com/file/d/0B4kd548FeSEpa2ZaREI0TmN4NHc/view?usp=sharing MODS: AtmosphereAutopilot-1.5.8.zip BetterBurnTime-1.5.1.zip CorrectCoL-1.4.4.zip Community_Resource_Pack-0.6.2.0.zip EasyBoard-v1.2.1.zip EasyVesselSwitch_v1.1.1.zip IndicatorLights-1.2.zip KAS_v0.6.0.zip Kerbal_Alarm_Clock-3.8.1.0.zip Kerbal_Joint_Reinforcement-v3.3.0.zip Kerbal_Reusability_Expansion-2.0.4.zip KIS_v1.3.0.zip Konstruction-1.2.zip ModuleManager.2.7.1.dll PreciseManeuver.zip Reentry_Particle_Effect-1.2a.zip SurfaceLights_v1.3.0.zip Trajectories-v1.6.5.zip VertVel131.zip So after some kerbal stuff I removed this file AddConsumers.cfg from 000_USITools folder and the spam went away, hope it wont break anything without it ( I am not using other mods from Roverdude so I guess I am on the safe side )- 1,473 replies
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
brusura replied to ObiVanDamme's topic in KSP1 Mod Releases
I had this bug also in the old version for ksp 1.1 , the game would hang up while browsing the catalog