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KSP2 Release Notes
Posts posted by udk_lethal_d0se
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1 minute ago, linuxgurugamer said:
Wasn't expecting this.
I have it rebuilt, am going to be adding a few new models before release, mainly curved to allow adding to the sides of tanks.
LGG
Looking forward to trying it out.
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I opened the game after 5 years, and realized there's now so many more features. Learning to mod again is going to be interesting.
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On 2/6/2023 at 9:48 PM, AtomicTech said:
Holy cow!
That's quite the hiatus! Glad to have you back!
Sometimes, life happens. I thought I'd update the licenses, and maybe dip my toe back into the modding scene.
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Updated licence, allowing derivitives.
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Updated licence, allowing derivitives.
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Updated licence, allowing derivitives.
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I hadn't thought of that to be honest, it wouldn't hurt to have it in flight, the only drawback will be extra options in the context window for the part. I'll have a look into making a small update after this week has passed, as I'm on holiday.
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10 minutes ago, Falco01 said:
Then why doesn't it work with the stock parts ? It puzzle me more than anything tbh
In game, the part where the flag should be was white no matter what and the stock flag decal options were gone replaced by this mod's
Could you eventually take a closer look ? It could be useful if you wanna make a cfg that can convert all flag decals into yours
A default white texture indicates that the module cannot find any textures to load and display. Bring up the debug log and look for the module flagging any errors.
11 minutes ago, Enceos said:@udk_lethal_d0se Hey dude! Glad you finally visited the forums
I hope you're ok in your new place.
Thanks, sorry it's been a while, I've been quite busy, starting my own business, etc.
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Hi all, quoted from the source code...
textureQuadTransform = part.FindModelTransform(textureQuadName);
In simple terms, the module looks for a mesh within the part heirarchy with the name exactly as specified in the part configuration.
Absolutely no hard-coding, hope that helps.
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9 minutes ago, 0111narwhalz said:
Yes, but how do I actually use that information? Do I use
double d = Vessel.activeVessel.verticalSpeed;
or what?
Yes, that's one way of using the information you want. Once you have it, sent it to a ui, etc.
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43 minutes ago, 0111narwhalz said:
I want to get information from my active vessel. I know the property/field I want, but how do I actually get it? I need things like IsControllable and verticalSpeed.
Have a look at Vessel.activeVessel, there are a number of accessible details there. Also have a look at vessel in the Api, linked below.
https://anatid.github.io/XML-Documentation-for-the-KSP-API/class_vessel.html
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15 minutes ago, SCESW said:
This is a nice set of parts, Thank You!.
When I saw the Adobe, I thought, "Woohoo, easy way to haul 10 tourists to a planet and land them for phat monies and prizes!"
So, I made a Mun lander with the Adobe as the center of mass and a MK1-2 Command Pod on top. Landed on the moon, had the the Pilot, Scientist and Engineer hop out to get their 'Plant Flag' credit, but did not get any "Landed" credit for the 10 tourists sitting in the Adobe. :-(
Since it says tourists can not EVA, I am guessing that the Command Pods and Crew Cabins have a code flag that allows a tourist to get credit for landing on a planet... but the Adobe does not possess the flag? If it is something you can easily flip from a '0' to a '1' in the next release, that would be appreciated. :-)
Otherwise, I'll go back to stacking Command Pods and/or Crew Cabins in clumsy configurations so I can transport more than a few tourists at a time.
Thanks AgainHi, thanks for using my parts.
When referring to the part about tourists not getting credit for being landed on a new body, that's not something individual parts deal with, that's core game code.
The part configuration for the Abode is similar to that of the Hitchhiker Storage Container, and those configurations don't dictate rewards.
Hope that clarifies your question.
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12 hours ago, Enceos said:
@udk_lethal_d0se Hi dude, I wish to donate some simple mission patches I made, so people would have more options "out of the box". Would you include them in your download?
Well, those are just awesome, and thank you for donating them. I'll go ahead and update the addon in the morning and include a mention on the original post.
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3 hours ago, Capt. Hunt said:
if it's included in the part.cfg, do I have to use a "patch" quad, or can I redirect one of the flag decals?
That depends on how the model has been set up. If the model just has a quad for a flag, then remove the flagdecal module from the part.cfg and just use the patchdecal module referencing the flag quad.
2 hours ago, tg626 said:Does this module work in an IVA? FlagDecal does not...
I haven't tried, so I'm unsure. If the internal cfg allows modules, such as flagdecal, and the internal model has a quad specifically for a flag, I don't see why it wouldn't work.
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On 10/12/2016 at 9:12 PM, njmksr said:
Is this tweakscale-compatible?
If it requires implementation, then that's not something I've done. If not, then I haven't tested it myself.
10 minutes ago, Draconomial said:Can we get some screenshots of different patches?
The add-on comes with four patches, which are flags from Squads Flag folder. The idea is that you'd source/create/add your own. Any graphic that is within the Patches folder will be loaded and used, provided it is in .png format.
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This is the update for version 1.2 compatibility, unfortunately SpaceDock hasn't got the latest version number for me to use, so it's still viewed as 1.1.3.
- Removed the plugin, which is not compatible with the new version of KSP. All parts now fall under the Utility category.
Please remove previous version of this mod before apply the new version; you will NOT have to recreate flights.
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Updated for version 1.2 compatibility, no changes necessary.
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30 minutes ago, Jiraiyah said:
Would be nice if you update you Original Post, i had to look to the second page to see if USI is added yet or not, thanks for your nice job sir.
I do apologize, completely forgot. I've updated the original post with links to newly supported mods.
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On 9/25/2016 at 10:11 PM, greenTurtle1134 said:
I could probably whip up a program to merge saves, so you fly a mission, merge the craft into the save, while other people fly other missions. Community effort to get through the tech tree, no save passing or multiplayer required. If you dock to a station you just merge that to. That'd be cool.
Thread probably belongs in Discussions though.
Not a bad idea.
I've been thinking about having a standard save created dynamically (server-side) by players, choosing options (budget, etc) to their liking and then starting their program using that file. Then each scheduled [player] flight goes about performing their mission and uploading it back to the group, with comments, sort of like versioning.
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1 hour ago, haselnuss said:
I installed both plugins in KSP. The structure of the window of Tac Life Support, which is shown in the VAB, is simpler than the window of Kerbal engineer redux. So I thought, it should be easier to find the lines I am looking for in the source code of Tac Life Support. I was wrong. Can you name the files, which contain the lines for the button in the VAB? The word "button" is used in so many files. I don't know, where to start.
Have a look here, should give you a good start. The file naming is pretty self explanatory. EditorController.cs
https://github.com/KSP-RO/TacLifeSupport/blob/master/Source/EditorController.cs
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34 minutes ago, haselnuss said:
Hi, I started with the development of my first plugin one week ago. What I have so far is a simple window showing some text, which is only visible in the VAB.
Now, I want to add a button at the bottom of the screen inside the VAB. A click on the button should show or hide this window. Can someone help me with this?Thanks is advance,
haselnussHave a look at the source for Tac Life Support and Kerbal engineer redux for some examples.
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Hi all, just a quick one. Does anyone know how I can go about rendering my own context menu vector line as seen below; I've had a look at the KSP API's UI section but can't find what I'm looking for, or have clearly missed something.
Thanks in advance for your help.
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I've been working on a little idea of making parts a little more modular. So I've started with the Abode design; let me know what you think.
Abode [Body] Abode [Adaptor Large] Abode [Adaptor Small] Here's the body in game, with the large adaptor and large docking port attached.
Should I carry on, or ditch them?
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Congratulations on the release @-MM-. This looks cool, shall have a look when I can.
Free KSP2 Giveaway!
in Announcements
Posted
I'm excited about all the excitement, and of course discovering the mod-ability of the game, and the actual game, of course.