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skbernard

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Everything posted by skbernard

  1. this is the fastest, most competently created and iterated development cycles i've seen here in a while - i applaud your dedication and skill, good work damny
  2. hey khaos, can you include some quick ingame screencaps of em? (i'm at work, want to see!) thanks!
  3. yeah good point, I didn't see your post before mine as I was typing
  4. along the lines of what sirklick said, why not use custom named DLLs in gameData and in the first line of configs parse a line to see what custom named DLL to use ModuleManager_Kethane.dll Then (pseudo code) use (ModuleManager_Kethane.dll) The "original" MM would need to be modified for that as well and if no dll is specified it reverts to original MM All the work would be on the devs hands to choose which one to use and general users would just add one extra line to their code and keep the files wherever they like
  5. So the wildcard thing would be awesome, but i just cant wrap my head around the need for breaking up multiple DLLs into various mod folders, then only processing CFGs under those folders... so if i wanted to add science integration to some mods that dont have it right now, like Kethane or SumDum's Station things - in your system i would have to create a CFG under each other those folders with that folder's contained parts that i wanted to add to the tech tree? That would get annoying as i'd then have to go into each mod's folder, edit that config for those parts, then go to the other folder and mod those parts, and do this for all my mod's parts that i'm adding tot he tree - it would even be more annoying if i could reference all other mod's parts from that one kethane folder or what not - i'd have to remember where i put the CFG with my science integration right now i just have one file at GameData, called MM_scienceIntegration.cfg and dump all parts in there separated by nice commented out dividers, this seems a lot easier for me
  6. hey guys, first time i've ever really gotten into MM and have a quick question/just-making-sure-i'm-not-an-idiot regarding syntax... In the following three examples, the only format that is supported in MM is the last one on the ContainerBay right? Does the plugin specifically look for line breaks, not whitespace? thanks @PART[KAS_Container1] { TechRequired = start entryCost = 0 } @PART[KAS_Container2] { TechRequired = start entryCost = 0 } @PART[KAS_ContainerBay1] { TechRequired = start entryCost = 0 }
  7. You can do lots of science just all around Kerbin - go to different environments on the planet, water, sandy shores, rocky mountains, polar ice caps, cold dry tundra and do science! Your Kerbal can get out, take a look around, review the environment then write a report on that. He can also take soil samples in all these locations! Get sciencing!
  8. you should be able to set the engines you dont want to fire in a higher stage than your ion engines, then disable auto staging for mechjeb (you can change staging assignments in flight mode)
  9. great mod e-dog, my rockets are finally pretty! seriously, good bit of coding here
  10. Hey Tiberion - further to the crashes described on the last two pages - i've removed folders and put them back in and am definitely finding their is an issue with the FuelTanks folder - crash on launch even when not using one of the parts of the FuelTank parts - seems just crashes even if they are loaded by the engine but not rendered i'm gonna try to whittle down the parts to find which specific part is giving an issue, also going to look at the log as the resources are loaded in the debug menu - i'll keep you guys posted
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