viperfan7
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Everything posted by viperfan7
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
viperfan7 replied to bac9's topic in KSP1 Mod Releases
I love how just a few hours later 1.1 was released- 4,460 replies
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I'm kind of wondering how feasible it would be to add in a lua interpreter for KSP, I wonder if we could have ingame scripting that way (a la kOS)
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Joystick Sensitivity Curves
viperfan7 replied to viperfan7's topic in KSP1 Suggestions & Development Discussion
Also, a good example of this is in world of warplanes. -
I think that we should be able to adjust the output curves of joystick inputs, if at all possible something like where the area just around neutral is fairly insensitive, to allow for much more controlled movements, while near the edges its much more sensitive, for quicker movements
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Now-defunct-thread-that-should-not-appear-in-google-search.
viperfan7 replied to Cilph's topic in KSP1 Mod Releases
I just realized something, I may be able to do a true, not hacky fix like the one I already made, I'll post if it works -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
viperfan7 replied to DYJ's topic in KSP1 Mod Releases
Found a bug involving the thickness of a procedural control surface, in that the thickness doesn't mirror properly, the other values do, but it looks like the model doesn't get flipped -
Using NASA Mission Control Software with KSP
viperfan7 replied to Rich's topic in KSP1 Mod Development
Does anyone suspect if you ask NASA nicely you may find someone who has already done this? -
TT's Mod Releases - Development suspended till further notice
viperfan7 replied to TouhouTorpedo's topic in KSP1 Mod Releases
I really want to see these be updated, they were the best rover parts out there, still are too -
Now-defunct-thread-that-should-not-appear-in-google-search.
viperfan7 replied to Cilph's topic in KSP1 Mod Releases
Only the tracking station is broken, but I managed to fix it, replace the current DLL with the one I posted above, although you no longer can see the signal delay -
[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
viperfan7 replied to r4m0n's topic in KSP1 Mod Releases
yes, the internal name used to identify the parts to the program -
Now-defunct-thread-that-should-not-appear-in-google-search.
viperfan7 replied to Cilph's topic in KSP1 Mod Releases
Maybe cilph could let us know, but if that bit of code only adds time compression buttons to the track station (its parent class I mean), could that not be removed entirely? Ok, I think I know whats happening, I think squad removed TimeQuadrantTab from being accessible, I'm going to see what happens when I remove the edits done to the time quadrant, you wont be able to see the signal delay any more, but it should fix it EDIT I think I fixed it by removing all references to the timequadrant, theres no more display for the delay, but that should be added by other means. I'll upload the DLL only, and will take it down if asked. Please let me know if it actually is fixed or not, all I did was comment out 3 lines. https://drive.google.com/file/d/0B18RZ39K2rRfREJYaDMzZXBEQUk/edit?usp=sharing -
[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
viperfan7 replied to r4m0n's topic in KSP1 Mod Releases
The debug window doesn't give any info on it, I only realized it after I noticed some parts from other mods we're in the tech tree while other parts from the same mod were not. -
[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
viperfan7 replied to r4m0n's topic in KSP1 Mod Releases
Well, I fixed the bug with underscores, I had to remove the underscores from the names of all parts, did that with something I hacked up in C#, although I wouldn't release it as the potential to mess things up is VERY high with it. -
[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
viperfan7 replied to r4m0n's topic in KSP1 Mod Releases
Either way, theres a bug that involves underscores in part names -
[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
viperfan7 replied to r4m0n's topic in KSP1 Mod Releases
Well, sadly it didn't work, but I did find an argument exception after adding newnode_7144, but I cant find anything wrong with it in the CFG, and its only novapunch thats affected, B9 is there, KW rocketry is there, hell, even the airship mod and firespitter is there, just not novapunch. Also, here is the exact error That has to be the least descriptive error I've ever seen -EDIT- I've figure out the issue, but I cant figure out what's causing it, it has to do with underscores in the names of parts, none of the parts with underscores in their names are being put into the their nodes, I've looked through the source and cant find any reason for it. Maybe someone else can confirm? -
[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
viperfan7 replied to r4m0n's topic in KSP1 Mod Releases
Thanks very much, happen to know where I can find a list of all techtree icons? -
[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
viperfan7 replied to r4m0n's topic in KSP1 Mod Releases
I'm having an issue, I tried editing the KSP interstellar tech tree to allow for the new NASA parts as well as novapunch and a few others, well, the issue is that for some reason novapunch isn't showing up at all, while other mods are. Heres a download link for the tree.cfg I made, just incase the issue is in there. https://www.dropbox.com/s/pd03tfslqruvxbz/tree.cfg Anyone know what's going on here? It seems novapunch is the only mod affected so far -
Custom Tech Nodes
viperfan7 replied to viperfan7's topic in KSP1 Suggestions & Development Discussion
The problem is that KSPI uses an external plugin to change the tech tree, and the treeloader plugin overrides the tech tree assignments that are in the CFG for each part, meaning if the part isn't placed into the CFG created by treeloader, even if it has the TechRequired set up properly it will not show up -
I think everyone can agree, adding a simple way to add custom tech nodes would be a GREAT boon to the modding community. Perhaps have it so you can add prerequisite techs, icon, description, and cost, and KSP itself will handle where to place them.