Jump to content

viperfan7

Members
  • Posts

    72
  • Joined

  • Last visited

Everything posted by viperfan7

  1. I love how just a few hours later 1.1 was released
  2. 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)
  3. Also, a good example of this is in world of warplanes.
  4. 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
  5. 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
  6. Can I access the DirectInput functions through the unityengine.dll or do I have to import DirectInput into my progect along with it?
  7. 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
  8. I'm wondering if it's possible to get the actual device object, as I'm trying to make a plugin to use the X52 Pro MFD with KSP
  9. Does anyone suspect if you ask NASA nicely you may find someone who has already done this?
  10. I really want to see these be updated, they were the best rover parts out there, still are too
  11. 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
  12. yes, the internal name used to identify the parts to the program
  13. 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
  14. 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.
  15. I have discovered something rather important about module manager, for those who like to modify the tree.cfg to allow for other mods alongside KSPI, you MUST remove underscores from part names in order for treeloader to add them to the tech tree
  16. 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.
  17. Either way, theres a bug that involves underscores in part names
  18. 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?
  19. Thanks very much, happen to know where I can find a list of all techtree icons?
  20. 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
  21. 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
  22. 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.
  23. This mod is why squad needs to add a simple way to add new tech nodes, such as giving a new CFG entry for them, and having KSP position them automatically based on pre-reqs and child techs
  24. Is there a module manager CFG that will add these to the tech tree, or will I have to make my own?
×
×
  • Create New...