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th3flyboy

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Everything posted by th3flyboy

  1. I'm trying to update some code from previous versions of KSP, to KSP .23, however it is tossing errors on compile while trying to compile emitter code. The error it tosses is "Cannot convert type 'UnityEngine.ParticleEmitter' to 'UnityEngine.GameObject'. Does anyone know what changed in the code to cause this, and how to fix it?
  2. Dang, you released an update just as I was about to start combining this with StrechySRBs. Out of curiosity, would you have any objections if I were to experiment with merging functionality from this with StrechySRBs and a couple other mods?
  3. If I may ask, has there been any progress on kOS support? I don't mean to sound demanding or anything (I know software dev takes a lot of effort and life comes first), but I was just wondering if any progress has been made.
  4. This looks like a very cool mod, but if I may make a suggestion, please put the source code in a Github repo. That will make it easier for people to help contribute to the mod, and using Git will make your life easier once you get used to the Git workflow.
  5. It seems that it refuses to let me edit the fuel tank loads in the action editor on Linux with the newest build. I click on the text boxes where I should be able to edit the values, and nothing happens. There are no buttons or anything in the menu.
  6. I did some module manager magic for adding MechJeb to stock and some mods: Stock: // Squad parts @PART[crewCabin] { MODULE { name = MechJebCore } } @PART[cupola] { MODULE { name = MechJebCore } } @PART[landerCabinSmall] { MODULE { name = MechJebCore } } @PART[Mark1Cockpit] { MODULE { name = MechJebCore } } @PART[Mark2Cockpit] { MODULE { name = MechJebCore } MODULE { name = MechJebAR202 } } @PART[mark3Cockpit] { MODULE { name = MechJebCore } MODULE { name = MechJebAR202 } } @PART[Mark1-2Pod] { MODULE { name = MechJebCore } MODULE { name = MechJebAR202 } } @PART[mk1pod] { MODULE { name = MechJebCore } MODULE { name = MechJebAR202 } } @PART[mk2LanderCabin] { MODULE { name = MechJebCore } MODULE { name = MechJebAR202 } } @PART[probeCoreCube] { MODULE { name = MechJebCore } MODULE { name = MechJebAR202 } } @PART[probeCoreOcto] { MODULE { name = MechJebCore } MODULE { name = MechJebAR202 } } @PART[probeCoreOcto2] { MODULE { name = MechJebCore } MODULE { name = MechJebAR202 } } @PART[probeCoreSphere] { MODULE { name = MechJebCore } MODULE { name = MechJebAR202 } } @PART[probeStackLarge] { MODULE { name = MechJebCore } MODULE { name = MechJebAR202 } } @PART[probeStackSmall] { MODULE { name = MechJebCore } MODULE { name = MechJebAR202 } } FireSpitter: // Firespitter @PART[FS_apacheCockpit] { MODULE { name = MechJebCore } MODULE { name = MechJebAR202 } } @PART[FS_bomberCockpit] { MODULE { name = MechJebCore } MODULE { name = MechJebAR202 } } @PART[FS_copterCockpit] { MODULE { name = MechJebCore } MODULE { name = MechJebAR202 } } @PART[FS_fighterCockpit] { MODULE { name = MechJebCore } MODULE { name = MechJebAR202 } } KerbX: // KerbX @PART[KerbXDragonPod] { MODULE { name = MechJebCore } MODULE { name = MechJebAR202 } } RemoteTech: // RemoteTech @PART[Pod] { MODULE { name = MechJebCore } MODULE { name = MechJebAR202 } } @PART[1mRemoteControl] { MODULE { name = MechJebCore } MODULE { name = MechJebAR202 } } @PART[1mRemoteCommand] { MODULE { name = MechJebCore } MODULE { name = MechJebAR202 } } @PART[2mRemoteCommand] { MODULE { name = MechJebCore } MODULE { name = MechJebAR202 } } @PART[2mRemoteControl] { MODULE { name = MechJebCore } MODULE { name = MechJebAR202 } } @PART[MicroSat] { MODULE { name = MechJebCore } MODULE { name = MechJebAR202 } } B9 // B9 @PART[B9_Cockpit_MK2] { MODULE { name = MechJebCore } MODULE { name = MechJebAR202 } } @PART[B9_Cockpit_M27] { MODULE { name = MechJebCore } MODULE { name = MechJebAR202 } } @PART[B9_Cockpit_D25] { MODULE { name = MechJebCore } MODULE { name = MechJebAR202 } } @PART[B9_Cockpit_MK5] { MODULE { name = MechJebCore } MODULE { name = MechJebAR202 } } @PART[B9_Cockpit_S2] { MODULE { name = MechJebCore } MODULE { name = MechJebAR202 } } @PART[B9_Cockpit_S3] { MODULE { name = MechJebCore } MODULE { name = MechJebAR202 } }
  7. I can understand why he is under no obligation, but would he object to at least updating it to the newer directory structure just to get people to back off for a while? I can understand the desire to use all the new shiny stuff in the next version, but it would be nice to at least have a stopgap which will prevent people from complaining as much, so he can focus more on work than dealing with people complaining.
  8. Could you please provide a documented interface to work with implementing AmpYear support in parts? This would make it easier to add custom power draw sources to parts for use with AmpYear (I.E. a communications dish).
  9. Is there any chance that in a future version, RemoteTech could interface with AmpYear for power use simulation?
  10. Hey, is there any chance you could have the Mapsat parts interface with AmpYear? It would be really cool to have proper power draining implemented for those of us who use AmpYear.
  11. I'm trying to use this to add MechJeb to the stock parts, but it doesn't seem to be working, and doesn't add mechjeb to the part; here is my code: @PART[Mk1-2Pod] { MODULE { name = MechJebCore } } Does anyone see what could be causing the problem?
  12. Just because it works with backward compatibility doesn't mean you shouldn't update it to the newest spec. The old system is deprecated, which means it will likely be removed at some point in the future. Furthermore, IIRC the old system doesn't support the new resource loading methods, so it won't be as efficient (I could be wrong about that however).
  13. Personally, I'm impressed, but I feel they should have done some play testing on Linux, given that there is a (known) issue with the mouse scroll wheel. I'm just hoping for all the mods to get updated to use the new system so that it will be easier to work with.
  14. There's a slight problem with the .20 update, it doesn't use the new folder structure. It should be something like GameData/Fiddlestyx/Parts/[insert part name here].
  15. Actually, it still uses the legacy mod loading methods. While it works, it doesn't use the new mod loading functionality, so it could still use an update to implement that.
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