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pixartist

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Everything posted by pixartist

  1. Try the new version, I added exception handling to that part of the code. Also added some nodes and an example craft.
  2. Hmm I don't really understand what you mean by "moved the module to sensorBarometer but doesn't work". I would suggest removing the plugin entirely and reinstalling it to the correct directory.
  3. Why would the barometer part mess with the texture loader ? It's the default mesh & texture.
  4. The errors you posted seem to come from "modularFuelTanks": Also "RealRoster" can't seem to load its config file Also "KSPAPIExtensions" has unhandled exceptions Also MechJeb can't load "TweakScale_RealFuels" And finally my reflection method can't seem to load types from some (?) assembly. Not sure what causes it, but it's most certainly some kind of plugin conflict. I'm gonna add exception handling to that method later, but I don't think Flight Computer will work with your addon configuration. Maybe I'm wrong.
  5. pastebin has a sizelimit ? wat ? Also, when I tried to download on your link it asked me to login via facebook/google/twitter...
  6. Is that the only information you get? If possible, please post the full error message from the log.
  7. It overrides player input currently, but you can still interfere with the vessel. It really depends on how your program works. If you specify an SAS target every tick for example, you won't be able to do much via player input.
  8. Hmm I worked on this for about a week now. Not even close to full time though. Hours ? I don't know Also, I don't know if I'm even close to blizzards standards edit: I just realized you work for Blizzard. Are you suggesting I had a chance with an application ?
  9. Updated to 0.1.5, added gravity, mass and max thrust nodes and vector operations
  10. I have mainBody.gravParameter and the vehicle mass. How do I calculate the vehicle weight from that ? edit: I don't think mainBody.gravParameter is what I thought it was. Where can I get the current gravitational acceleration ?
  11. Well the custom action work just like any other action group action, except that instead of having a predefined effect, they will trigger the "Custom Action" nodes with the specific id value in the VPL-Code
  12. Update to 0.1.4 - Added categories for vector nodes - Fixed greater node - Added lesser node - Added Magnitude nodes (V2/V3) - Added Normalize nodes (V2/V3) - Addec Vector2 variable type
  13. That's very mod specific. It's not too likely I will implement that too soon.
  14. Added custom action group actions now. Put them into an action group and you can use them with the "Custom Action" Event in the program editor!
  15. The problem is, there might be hundreds of values, I'm not sure it that is viable.
  16. No actions can only be added ONCE! Even when the vessel is unloaded and loaded again, the actions must not be added again. I need something like OnModuleAddedToVessel()
  17. I can add actions like this: Actions.Add(new BaseAction(Actions, "Custom action 1", (e) => { if (activeProgram != null && started) activeProgram.TriggerAction(1); }, new KSPAction("Custom action 1"))); But this must only be called once for a vessel, so where should I put it ?
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