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UbioZur

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Everything posted by UbioZur

  1. Figure toi qu'il fait super beau et chaud en ce moment au Japon. Il ne me reste que quelques jours, on verra bien si j'ai besoin du parapluie au Canada
  2. Still my welding tool, reloading the all database to load the config file I have welded bring lot of problem when used with lot of parts mods. Also I am cnsidering linking the weld parts to the save file. and only load the config file I need considering of the saved file played (easier career management). I do have a configNode that is clean and already in memory so maybe I can add that one to the PartLoader without reading the config file (for after the completion of the welding). I don't change any of the Part data anymore. Edit: Humm let's add a question What does KSP does to create an available part in the game? I can get the config node, maybe I can manually create the part myself. I guess it would be quite crazy to think of doing it, considering it could break for every update!
  3. Thanks Faark (again). I can save without problem without them, I would like to reload the config file I save to avoid reloading the all database. and so far I haven't found a way. Everything I need is in private (for the PartLoader), and I can't find any other way to add a config file to the database while the game is running.
  4. Hey all, I would like to know if anyone have any experience using the UrlDir class of KSP? I am mainly looking to create/save/load config files from it to avoid having to reload all the database. (since PartLoader functions are privates)
  5. Make sure you read the last post date and even the last post please to avoid necroing post (necroing is when you revive a old post, about 30 days without activity).
  6. False, Drop a pod to the sub assembly and it will work like a charm. Sub assembly can be saved only if the root part of the sub assembly have a free node. (else it cannot be attached to anything, since the game does not consider surface attach for it). considering the root is the first part on the tree where all the other parts are attached you need a root for sub assembly and vessel. Can already be done. You just need to plan in advance where you want it to be attached to any future launcher/plane. Can already be done as a sub-assembly. Again make sure you plan where you want to attach it to. Vessel does not require to have free stack node, so how do yo merge two vessel where one don't have any stack node? This is why having sub-assembly (which force to have a free node) come to place. Can already be done. Again just require planning for the node. Alt-click, load a nex sub-assembly or even just relauch the vessel (if by multi launch you mean several launch of the same vessel) I don't see how you come from a dummy pod to action group, none of the 'issues' before are issues, they are just matter of planning. For the action group, I agree some re-work on them could be done, at the moment I could offer you to use Action group manager, to complete the functionality that are missing in the stock game. Don't confuse root pod and root part. You can create anything without a pod (or probe), but since ksp save vessel/sub-assembly as a tree, you have to plan where you want your model to be attach and make sure it is at the top of the tree. It has been already discussed to change the way the vessel are stored (not using a tree), it has it's pros and cons. I could also advice you SelectRoot mod, to allow you to choose which root you want after you made your design.
  7. For the new version (it will take a while since I want a polished version), I am trying to avoid having that database reload. Until then, on the first post it is describe that you can desactivate the auto reload. I am sorry for the lack of more support and info at the moment, I am still travelling around and not settle at the moment.
  8. There was a mod available to change the root part, but it has not been updated for .23 and .23.5 (not sure if it works). I think the best way to do what you need to do is to create a dummy root part (like a very small and light probe) and create your sub assembly under or over it. that way you can check the CoM (it will be a bit false due to the dummy root).
  9. I don't believe it is necessary, it was a sad mistake from your side. (else we would need backup of the backup, etc...). A Quick save in any game I know never have backups. However i do believe that alt+F5 and alt+F9 allow you to create multiple quick save and load them. You can aso use that mod prior .23.5
  10. I guess since some modules variable are saved in the persistent file (look at the field). this would be why, it may try to load those data to a non existing variable for the part.
  11. Thread moved to the Addon modeling forum, you will have a better answer since it is the actual forum to talk about modelling and making parts for the game. There are several stickies on the forum you can have a look at. Have fun (I am more on the coding side of the add-on so I can't help much with modelling)
  12. You can go in the control setting and change it so it has the same control.
  13. It is not turning, it is an appearance of turning because it is rotating around Kerbin. Take a point on your table, and get a pen, point the pen toward the point, and make the pen do circle around the point (like an orbit) without ever rotating the pen, and you will understand. I do believe in real life it is the same thing if the vessel is inerte (without inertial rotational velocity). I think ISS have been given an inertial rotation to keep the cupola pointing to earth. Most satellite have RCS engines to keep them pointing where needed.
  14. The asteroids does not come from Kerbin orbit but from a solar orbit, some just happen to cross Kerbin SOI. We only see Asteroids around Kerbins because Kerbin is the only place with a tracking station.
  15. It is actualy easier than you think. You need to reference the toolbar.dll to the project. You can replace your button by private IButton _Buttontoolbar; And set it like that. _Buttontoolbar = ToolbarManager.Instance.add("pluginname", "buttonname"); _Buttontoolbar.TexturePath = "image/url/from/gamedata"; _Buttontoolbar.ToolTip = "tooltip to display"; _Buttontoolbar.OnClick += (e) => actiontodo(_Buttontoolbar); The github of toolbar have a few easy example. From my browsing on the forum it seems that some people does not like being force to have the toolbar, so since you already have a standalone version working, I would keep it and have the toolbar as an option for user to choose.
  16. It's possible that having that many node in one part make the part hard to attach, try to delete all the node but the one you need. (make a backup) It could make it easier.
  17. Hummm, maybe disable the reload of the database on the config file, and once you have done your weld, just restart the game to make it easier. Are you using ModuleManager? I know there is problem with it since moduleManager does not work once the database is reloaded ingame.
  18. The way the game manage where to dock is by having an invisible object with a name specified in the MODULE. And of course all the game docking port have the same name for this object so it won't work very well. You could edit the config file and delete all the node you don't need to reduce the lag.
  19. Thanks, definitely remove the /mu at the end of each model. It can be from the MacOS, I will have a better look, I never had that problem.
  20. Can you pm me the config file please? so I can have a look. And also the log file. Also sorry for the lake of support, i am still working on a final version while I am travelling.
  21. Thanks Malkuth. I can work a bit on my code for the next version at the moment. But not too much as I am moving between hotels. End may, June and later should become easier for me to be more active with the plugin again.
  22. Most of the freeze can be due to the fact that you have a lot of part and it reload all of them. The editor problems are due to the fact that it's not published for .23 nor .23.5 check malkuth post just over yours for an update. For the node not working, this is a bug with KSP itself, it will do the same for the stock station core where only 2 nodes works. I haven't tried yet, I just got the update, and I am in a hotel at the moment. I am working toward a final version that is not a playtest. with the info I have gathered by you guys. I will take a bit of time, and should allow for safer weld. Also it will depend how much I will manage to just load one config file instead of the whole database. I am having a bit of free time now that the winter is over, I should have even more time this summer.
  23. Bienvenue a toi Garibal, et a tous ceux que àqui je n'ai pas put le souhaiter car j'était très occupé avec mon travail. Et en même temps profitez bien de la 0.23.5 avec les astéroides.
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