LuciferNZ
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
LuciferNZ replied to InfiniteDice's topic in KSP1 Mod Releases
The app I am creating is almost finished. Im sure with a little work, I could make it spit out modulemanager.cfgs instead of modifying the original .cfgs. So, in short ID, dont waste your time writting out a heap of module manager code - Ill sort that out for you ETA is about 2-3 days. Which route would you prefer ID? original cfgs editor, or module manager? (This is first, I can probably make output for both) -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
LuciferNZ replied to InfiniteDice's topic in KSP1 Mod Releases
Gotya, Ill put in some suggestion methods into the app, however, theres some extra data if you could also explain it (Im currently leaving alone for the first app release) A few of your items have descriptions like: And other variants. Should I care about these, or leave them be for now? -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
LuciferNZ replied to InfiniteDice's topic in KSP1 Mod Releases
Extra Super Duralumin? Could probably just use Aluminum like the other plane parts Id guess. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
LuciferNZ replied to InfiniteDice's topic in KSP1 Mod Releases
Ok, is that from weakest to toughest? Im going to put in the app a sort of 'apply suggested' button, so that you dont have to do every single item - engines become hardenedalloys, structure become lightsteel etc. But depending on how much support you give it (In other words, how useful it is to you, and others) - I can probably expand it. Its almost finished - just bug checking to make sure it doesnt gobble up the cfgs and ruin an install. I guess I should have read your post in full before typing the first sentence hahahaha Will that be in the original cfgs, or applied at runtime of KSP? -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
LuciferNZ replied to InfiniteDice's topic in KSP1 Mod Releases
Gotya, ok well Im going to make a wee app that can handle this situation for you - so you can bulk select parts, see what parts have what kind of material etc. Would you be so kind as to list all of the materials that are available - and what the in-game effects on damage etc are? Or is there somewhere I can look (other than through hundreds of parts.cfg files hahaha) -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
LuciferNZ replied to InfiniteDice's topic in KSP1 Mod Releases
I use a lot of mods, so Ill check for compatibility for them and post my findings. Is there a reason why you are using cfg overwrites instead of moducle manager? Just wondering if its a licencing thing or something. <snip> -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
LuciferNZ replied to InfiniteDice's topic in KSP1 Mod Releases
Awesome! Cant wait to see the good work =) Am planning on making a youtube series using this, so Ill post a link if/when a first vid is done -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
LuciferNZ replied to InfiniteDice's topic in KSP1 Mod Releases
Thos SAMs - WANT! Nice mod, been using it since start of April. I havent 'updated' it however, and was wondering if you had a repository or something so I can play with the test-bed version I completely understand if you dont have this accessible. -
Now-defunct-thread-that-should-not-appear-in-google-search.
LuciferNZ replied to Cilph's topic in KSP1 Mod Releases
Hey guys, I think Im having a 'newbie' problem with Remote Tech, or it may be a bug. I have used low orbit sats with just an omni antenna connecting occasionally - that works as expected. However, I have just launched a sat with 4 dish and an omni into geosync orbit. It works fine, I launch, switch to dish pointing at mission control, Then circularise so that mission control is always below. Thats not the issue. I then launch a second craft, to compliment the first, and this is where things go weird. If I: Direct the second crafts dish at sat1, then 'switch' to sat1, sat1 no longer has a dish link to mission control. If (after reloading) I point a dish at sat2 from sat1 (A different dish, not the connection to mission control) - the same thing happens. In short, After losing multiple sats to 'losing target with mission control' on the dish - I am at a loss. The sats will ALWAYS lose their connection with mission control due to losing their target. On one sat (my first geo actually) - I even have the dish 'active' - but 'target unknown'. Any ideas? I am trying to play an ultra realistic career, and this is... well its costly and annoying (Im playing with mission controller as well). -
Version 2.2 now spits out 504 parts of 962 parts list. I cant really give you specifics of whats missing (thats 400+), however, try downloading AIES Aerospace, as that has some obvious missing bits. In short your app should: Parse part.cfgs for multiple parts Parse folders for multiple .cfg files (and ignore the ones that dont containt 'PART{' ) Check for 'white space' in some part names, otherwise you are getting things like 'AIES Engine Example' returning 'AIES' - which obviously doesnt work If you want help with your code, send me a PM - I do this sort of stuff in my lunch-breaks =)
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[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
LuciferNZ replied to r4m0n's topic in KSP1 Mod Releases
Well Medieval, Im currently making an app that reads the trees, and then displays them like KSP does, with part list and so on - Im just having trouble rendering the 'parts' - there will be '?' for the image for parts that arent installed from that tree, which will help people idenitfy a mod that suits them It should be done within a week, as long as someone can tell me what format the models KSP uses are rendered/made in -
Ill test out the 'extraplanetary' mod for you on my server and report back
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Awesome! No problem, I apologise for my grumpyness - I had Late Kerbal syndrome Ok, so I'll upload those later, but I believe its looking only for 'part'.cfgs rather than checking each file (which is quicker, obviously, but misses things). Also the spaces. Im not 100% sure, but are you also looking for multiple PART pieces per file read? As some people store multiple parts in one part.cfg
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Unfortunately version 2.0 is less effective than version 1.0 (which also misses parts, but thats the mod parts having spaces, not really the mod makers fault) Does not parse through part2.cfg, and other areas to get parts =/ I could be using it wrong, but my parts list using version 1.0 is 940 parts long, while version 2.0 spits out a mere 597.
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Thanks again TehGimp666 and crew! Great code too btw, well structured So, with that, new server hosted! Europe In Ruins Server (Located in US) 24/7 (Crashes are the exception!) version: 0.1.3.1 server: europeinruins.com port: 2076 max players: 20 bubble radius: 2000 Ventrilo server, also 24/7 host: europeinruins.instantvent.com port: 6861 No password Join the vent if you need help! Modded server, go here for installation instructions: http://forums.europeinruins.com/index.php?topic=27508.0 These mods are REQUIRED, as is a slight tweak (overwrite) of bobcatinds Home2 part names No screenshots please, as there are issues with it. Have fun, play nice!
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0.1.3.1 Released so: Europe In Ruins Server (Located in US) 24/7 (Crashes are the exception!) version: 0.1.3.1 server: europeinruins.com port: 2076 max players: 20 bubble radius: 2000 Ventrilo server, also 24/7 host: europeinruins.instantvent.com port: 6861 No password Join the vent if you need help! Modded server, go here for installation instructions: http://forums.europeinruins.com/index.php?topic=27508.0 These mods are REQUIRED, as is a slight tweak (overwrite) of bobcatinds Home2 part names No screenshots please, as there are issues with it. Have fun, play nice!
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Testing with a lot of mods for compatibility: Full list and KMPPartList.txt here http://forums.europeinruins.com/index.php?topic=27508
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24/7 Server up: europeinruins.com Port 2076 Web Status: http://europeinruins.com:8088/ Bare bones atm, default settings for testing. Once tested, we will introduce some core mods, and reset the world. ATM, its a no rules server, but that will change after testing.
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[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
LuciferNZ replied to r4m0n's topic in KSP1 Mod Releases
Working on a solution to that as we speak. -
Hey, I have been attempting to host up a server on our local webserver/linux box - we have mySQL and mono installed already, but may be having some other issues. Here is the log, appended with a modified .exe so you can see the program trace better: It seems to be crashing at this line in the .cs: universeDB = new SQLiteConnection("Data Source=:memory:"); Note: There is no KMP_universe yet created, although adding it does not resolve the issue. I *would* post it as an issue on Git, but I am unsure whether its a one-off thing. EDIT: Issue found on Git, issue resolved
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Any idea on how to get radially attached engines to see the fuel? Not familiar with the persistant.sfs, and edited manually the attach type etc to no avail - is there somewhere else / something Im missing compared to a pre-built vs attached engine? If someone can let me know, I can then edit the stuff and make it work! Really looking forward to doing it!
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[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
LuciferNZ replied to r4m0n's topic in KSP1 Mod Releases
AFAIK its not private? Having your tree accessible to TreeLoader general users however, I think is.