GavinZac
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Everything posted by GavinZac
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LLL - Lack Luster Labs - Development Thread
GavinZac replied to Lack's topic in KSP1 Mod Development
I've been ignoring this for about 6 months as while it's really great, the cubic aesthetic of the rockets was difficult to fit in with the rest of the game if you mixed the parts. THOSE BASE PARTS. I love them. Gaaah I'm going to have to trawl through my mods folder to remove Parts I'm not using, KSP is already as stable as paper-mache landing legs. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
GavinZac replied to rbray89's topic in KSP1 Mod Releases
It's also good to delete the citylights.dll file so that nothing is looking for them. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
GavinZac replied to sirkut's topic in KSP1 Mod Releases
It's not a toolbar bug. When you're using the toolbar API, you have to code your own logic as to when the window should show, and when it should not show. All the toolbar mod does is provide a method to say "you can put a button here". The toolbar does not even control the clicking of the buttons. It's an Infernal Robotics "bug", or rather, incomplete feature. -
It works fine? For example, here's my edit that makes CP_Airbags work: @PART[cp_airbag*]{ %TechRequired = survivability %entryCost = 850 MODULE { name = ModuleLandingLeg animationName = Retract wheelColliderName = col impactTolerance = 300 } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = False } } The second module is the KAS Grabbabbility module. Copy that?
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The irony is, he was the one who used an actual strawman argument, by comparing his computer to a supercomputer, as if those of us unconcerned about a few extra polygons must be running KSP on DeepThought itself. You probably shouldn't immediately jump to an ad hominem attack agrument, though
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1. It is an engine. Why have you tagged it with: 3D Model, Command & Control, Configuration File, Crafts, Decals, Fuel Tank, Liquid Engine, Propulsion, Space Plane Hangar (SPH), Structural & Aerodynamic, Utility & Scientific, Vehicle Assembly Building (VAB) I've bolded the only appropriate ones. 2. It is a stock part edit to make things overpowered. These are generally not held in high regard by the community. 3. "Or do find hard to get it hard to design a plane that even get off the runway." You are not selling this part. The tone is annoying. Even if you were, how would a RAPIER that switches to nuclear propulsion help you get off the runway? Please note that I am answering your request for why it might have been rated poorly. Also note that as far as I can see, it hasn't gotten any ratings at all, nor even a picture of what it looks like. SpacePort in its current state is worthless for anything except hosting, and even then is being avoided in favour of Dropbox and Mediafire by many mods. It needs to be replaced, as Squad have claimed is happening many times, or simply "put to sleep".
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Not at this time. It would also need a new model to attack things like suspension to. At that point it becomes a question as to why you are bothering to fix a 0.18 part rather than just making a new one. It's packaged in the .mu file I believe. I'll check it out later.
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[0.23]Cargo Transfer Bags and Tanks(for TAC life support) 0.7
GavinZac replied to Albert VDS's topic in KSP1 Mod Releases
Carrying LF/Ox in a zip-up bag seems like a terrible idea. I use the HexCans for this purpose. -
You're mistaking "scans instantly" with "scans while under higher warp". In universe, nothing about "balancing ... what ya got going" is different - lifesupport and so on still eat your supplies, electricity is used at the same rate, your orbit doesn't change, the same windows of opportunity go by - but for the player the difference is not having to let the computer run while you do something else. Is that what you call a challenge? Inconveniencing yourself slightly so that you have to watch a movie rather than actually play the game? You'd think you'd have learned about going on about "ez-mode" when you called Interstellar "a few overpowered config edits".
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Every time you bump this thread, nothke delays it 1 day. Wait, wait... damn it.
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It sounds like the $10 would either be someone spending hours and hours revinenting something that emulates the behaviour of the stock launch clamps, or one of the Squad coders seeing the potential for the easiest $10 they ever made by copying and pasting you the module code
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
GavinZac replied to sirkut's topic in KSP1 Mod Releases
Careful, you know what they say about eating neutrinos: a nanosecond on the lips, a nanosecond on the hips. -
Sounds good. Makes me want to make this change myself, but would feel cheaty. So... Instead of it being cheaty, why not add, later in the tech tree for a high amount of science, "version 2" Kethane scanners, with less/no delay. It's one more motivation to keep Sciencing. Don't ban it, legalise it and tax it and call it a product.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
GavinZac replied to sirkut's topic in KSP1 Mod Releases
No, uh, um, I... I meant these guys from the old Turtles series Ahem. -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
GavinZac replied to damny's topic in KSP1 Mod Development
I'd just like it as an option. I don't think of it as 'looking out the window' and seeing the biomes magically laid out, but surely if nuclear propulsion exists in the Kerbal Universe, Google Earth "Koogle Kerbin" should exist. -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
GavinZac replied to damny's topic in KSP1 Mod Development
If by Cyan you mean Green, then it means it's scanning. When it scans something it blinks green. If it's constantly green, it's constantly scanning. If it's constantly orange, it's not scanning, and is more than likely out of range. Is SCANSAT still being developed? It's excellent as it is and just needs a few polished edges and some keeping-up-with-the-times to be perfect. My own wishlist would be: 1. Toolbar integration 2. Scan Image Browser (i.e. viewing the static data you have collected, from other planets than the one you are orbiting, and if it's on the toolbar, without even needing a part or scanner.) 3. A third-party API for other cartographic mods to use the quite nice map viewing interface, as hinted by Majiir. --Kethane --Other resources --clouds (useless and entirely aesthetic, but what are we doing if not playing make believe?) 4. Kethane-esque data overlay for useful things like biomes. 5. Total fluff: a little Panoramio style addition to the map screen that adds icons for the location where screenshots have been taken, and allows you to see the screenshot. Sometimes I don't want to fly and just want to look at pretty stuff. But that's just me! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
GavinZac replied to sirkut's topic in KSP1 Mod Releases
Re-download it. It was probably some pesky neutrino. -
blizzy, sorry if this seems lazy, but I can't see to find it anywhere. If I did this, a button would appear in the toolbar in the editors, correct? REDACTED.Visibility = new GameScenesVisibility(GameScenes.EDITOR, GameScenes.SPH); But I want the button to appear only in flight, either in the flight scene or the map scene. Your example code goes: // button that is only visible in the flight scene button7 = ToolbarManager.Instance.add("test", "button7"); button7.TexturePath = "000_Toolbar/icon"; button7.ToolTip = "Button Visible Only in Flight Scene"; button7.Visibility = new GameScenesVisibility(GameScenes.FLIGHT); button7.OnClick += (e) => Debug.Log("button7 clicked"); // button that is only visible in the flight map button8 = ToolbarManager.Instance.add("test", "button8"); button8.TexturePath = "000_Toolbar/icon"; button8.ToolTip = "Button Visible Only in Flight Map"; button8.Visibility = FlightMapVisibility.Instance; button8.OnClick += (e) => Debug.Log("button8 clicked"); Those have different methods of setting the visibility? Is there a way to add just one button, to both? I'm sorry if this is terribly obvious but my C# is as rusty as those parts over on the Island hangar.