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scottholio
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Everything posted by scottholio
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[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
scottholio replied to Normak's topic in KSP1 Mod Releases
My vote would be for complex. That new engine looks awesome. I also liked your hiking photos -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
scottholio replied to Tiberion's topic in KSP1 Mod Releases
Lol, that is awesome dude. -
Maybe there is a hint in this mod here? ExcessFuelVents Hope that helps
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That would be great. At times it can be hard to move the camera to a position to see the interface properly, especially if you have placed the LSGUI part very far from the CoM. I check your threads every day. You are doing unbelievably cool things with your mods. I am especially keen for the changes you showed for this (LightSwitch Interface).
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I think it might have something to do with your color values for ElectricCharge and LiquidFuel. I think that if you use "color =" values you need to use numbers between 0 and 1, and If you use "color32 =" values you use integers between 0 and 255. I would just try using color32 values similar to the ones you are using in the Environment labels and see if that works. Also, if you have none of the resource in question on board it will show up as Temporary too.
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
scottholio replied to Tiberion's topic in KSP1 Mod Releases
Just interested, which part pack is it you refer to? I want it even though I don't know what it is -
[0.24.2] Wolf Aerospace - Perfectrons / L.E.S. Pack [11.08.2014]
scottholio replied to PDCWolf's topic in KSP1 Mod Releases
Sweet, looking great -
Part generator Version 2.X release / open beta
scottholio replied to Lando's topic in KSP1 Tools and Applications
Looks great. Would you consider adding: 1 to 0.667 Adapter or 1 to 1.5 Adapter So we can make 3.75m to 2.5m adapters, that's the only thing missing IMO. Cheers -
Hi Raz, I have noticed that after a period of acceleration and/or time warping the buttons are no longer clickable, even when no longer accelerating or time warping. Not sure if that's what you meant in the bug "Buttons are not clickable when accelerating", or maybe it's an extension of that bug. After an extended period of 1000x time warping whilst scanning a planet for Kethane I noticed that the button hit boxes are just gone.
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[0.22] Shock absorbing landing legs V1.2 (21-11-2013)
scottholio replied to zitronen's topic in KSP1 Mod Releases
These are absolutely even more brilliant with the addition of the incremental raise/lower. Immensely useful, great job zitronen. I already rescaled a 2x and a 3x version for my bigger mining bases, great for the more rocky planets. -
Very impressive, looks very user friendly
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I was just posting the SpacePort links up because I thought PhsycoTimmay was looking for them, and couldn't find them. They do work in 20.2 if you modify the configs yourself. Check back to post 418 for an example.
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[0.25] PartCatalog 3.0 RC8 (2014-10-08)
scottholio replied to BlackNecro's topic in KSP1 Mod Releases
Looking good, glad to hear it's not dead. I use this on all my KSP installs and consider it a must have mod, so thanks for your continued good work -
Ah yes, sorry. My bad
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Yeah, not sure if those units are correct, but i thought it looked better that way I've been trying to define the ToggleDrillAction button as the Drill status. That way the one button would toggle the drills and tell you the status of them. Can't get it to work though. Button { Text { Binding = KSPField Path = Kethane.KethaneExtractor.Status } Type = Method Target = ToggleDrillAction }
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Extraplanetary Lanchpads HL Runways and Landing Pads
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[0.22] Shock absorbing landing legs V1.2 (21-11-2013)
scottholio replied to zitronen's topic in KSP1 Mod Releases
Looks really cool, going to try it out right now. Do they sort of self level at all? -
Thanks very much Raz, buttons work with multiple parts now. I was pulling my hair out with that one thinking I had the wrong config. Here is a link to my configs if anyone wants them : Linky Just say yes to overwrite the existing part config. One thing I have noticed that you may be aware of, if you have a large vessel (eg: Mining Rig), it's worth thinking about where the CoM is going to be when the vessel is full of ore etc. It can be hard to move the camera to a good spot to read the display if you placed the LSGUI part very far from the CoM. That of course is just how KSP works. Cheers
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I would also like that feature. So currently there is no way to manipulate multiple parts of the same type with one button? Sorry, maybe not reading that correctly
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That information (KSPEvent) was pulled from the source files. KethaneDetector.cs to be precise. I still can't get any button to control more than one item of a given type at a time. Currently I just made a config for Aviation Lights mod, I can create buttons to flash toggle and light toggle but only one light. Not sure what I'm doing wrong. The possibilities with this mod are nearly unlimited, loving it