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Everything posted by KerbOrbiter
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Great artwork! +rep for you
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[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
KerbOrbiter replied to pizzaoverhead's topic in KSP1 Mod Releases
@pizza Can you add music (I wrote it's name and link in my previous post) to the default music in your mod? I will be very grateful for that- 779 replies
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[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
KerbOrbiter replied to pizzaoverhead's topic in KSP1 Mod Releases
I've found a bunch of KSP-style music: Space X-plorers, Ominous Intro, Transition One, Earth Prelude, Dark Pad. All of this can be found in the "Wonders of Other Worlds" collection.- 779 replies
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[WIP][0.23+] AKSTechnologies Weapons Pack (release very soon)
KerbOrbiter replied to panzer1b's topic in KSP1 Mod Releases
Can you also make the DShK heavy machine gun and RS-82 (132) unguided rocket, please? Here's the links: http://en.wikipedia.org/wiki/DShK http://en.wikipedia.org/wiki/RS-82_(rocket_family) -
Action Group Activation
KerbOrbiter replied to KerbOrbiter's topic in KSP1 C# Plugin Development Help and Support
Thank you again! I'm just doing this plugin at leisure using my Java knowledge and a bit of knowledge about C #, so I'm now just learn the language.Ñ I know what compiler writes me, I'm just talking in Russian. -
using System; using UnityEngine; using KSP; public class ModuleAutomatedLight : PartModule { bool isActive; public override void OnAwake() { Debug.Log("Part with ModuleAutomatedLight succesfully loaded."); } public override void OnUpdate () { isActive = false; if (isActive == false && FlightIntegrator.underDirectSunlight == true) //error! { Vessel.ActionGroups.SetGroup(KSPActionGroup.Light, true); //error! isActive = true; }else if (isActive == true && FlightIntegrator.underDirectSunlight == false) //error! { Vessel.ActionGroups.SetGroup(KSPActionGroup.Light, false); //error! isActive = false; } } } Mono returns 4 errors to me. I did not write errors because MonoDevelop wrote them in Russian (something about links and unstatic fields). Why, I do not know.
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Action Group Activation
KerbOrbiter replied to KerbOrbiter's topic in KSP1 C# Plugin Development Help and Support
using System; using UnityEngine; using KSP; public class ModuleAutomatedLight : PartModule { bool isActive; public override void OnAwake() { Debug.Log("Part with ModuleAutomatedLight succesfully loaded."); } public override void OnUpdate () { isActive = false; if (isActive == false && FlightIntegrator.underDirectSunlight == true) //error! { Vessel.ActionGroups.SetGroup(KSPActionGroup.Light, true); //error! isActive = true; }else if (isActive == true && FlightIntegrator.underDirectSunlight == false) //error! { Vessel.ActionGroups.SetGroup(KSPActionGroup.Light, false); //error! isActive = false; } } } Mono returns 4 errors to me. I did not write errors because MonoDevelop wrote them in Russian. Why, I do not know. -
Action Group Activation
KerbOrbiter replied to KerbOrbiter's topic in KSP1 C# Plugin Development Help and Support
I mean that when the part / vessel illuminated by the Sun, the method returns true, and vice versa. -
Action Group Activation
KerbOrbiter replied to KerbOrbiter's topic in KSP1 C# Plugin Development Help and Support
Thanks Michael! âo avoid doing a lot of topics, I'll ask here: is there a method that returns true or false, depending on lightness? -
Is there a method to activate action group? Something like this: void actionGroupActivate(string name);
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Can you add a function to turn off the action group when the part is not visible to the Sun, like this: MODULE { name = ResGen useToggle = true INPUT { name = ResGen.Sunlight rate = 1 } ACTIONGROUP { groupName = "Lights" \\ name of the action group that will be enabled resourceName = ResGen.Sunlight \\ name of the consumed resource isInverted = true \\ if true, automated action group enabling will be inverted } } This is how I imagine the part of .cfg for my automated lantern.
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Rubber Band Inc: Caterpillar tracks.
KerbOrbiter replied to electronicfox's topic in KSP1 Mod Development
Download, pleeeease -
Sounds interesting... (Hi KAPbl4:wink:)