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Crzyrndm

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Everything posted by Crzyrndm

  1. Funny story, clamps are applied after all calculations. i.e. if you invert them, the output is clamped to be less than -2 and greater than +2 (I have no idea which one it'll end up at but, either way, not 0) (no I'm not back, just passing through >.>)
  2. More accurate history of the two seperate mods Procedural wings created by DYJ, later maintained by NK and then myself when NK became a dev (I was already maintaining B9 at the time and submitting some patches across) B9 procedural wings created by Bac9 to overcome some of the issues noted with the original version. During late development I started submitting patches (liked the mod, not the stability...), and maintained a fork when Bac9 went quiet Obviously they are now both looking for a maintainer since I've moved on (unless someones picked it up and I've not seen / forgotten about it. I'm not looking hard )
  3. I believe if you check the thread, there is a 1.3.1 version in the latest posts
  4. There is actually some localisation support (completely untested) in FE. If I got it right, all it would take would be replacing the category and subcategory names with the localisation lookup key in the cfg (e.g. https://github.com/Crzyrndm/FilterExtension/blob/master/GameData/000_FilterExtensions Configs/FilterByFunction.cfg#L3). That will be messy for subcategories because you'll probably have to replace the entries in the SUBCATEGORIES list since it uses the name as the link (Benefits of a side feature that never got tested ) Just ping me if you have any questions. I still read the forums regularly Localisation stuff was limited to right before handing off to KSP (Category, Subcategory). The subcategory linking with localisation thing is a really dumb oversight that makes it far more intrusive than I was intending -.-
  5. Actually, that looks like the needs worked just fine, just the '-' to remove the node was incorrectly selected (if the correct syntax was used, the node would've been nuked as intended) Explanation on why it was done the way it is ferramgraph: is not the GameData folder name, and so doesn't trigger when uninstalled by a package manager but the folder remains because of other files (which then leads to "my wings don't lift...") adding then removing the node: Config works even if Module Manager isn't installed. With a NEEDS on the node, it doesn't work if MM is not installed (also leading to "my wings don't lift...") Since there has been a significant reduction in installation issues above after making this change, I'd say I made the right decision and the remove syntax should be done properly rather than suggesting a significant regression
  6. And here I was thinking FE was the simplest (outside plugin workshop) . It's certainly the cleanest (minimal interactions with KSP makes structure much easier to manage). I started modding around 0.90 release with PA and FE, so basically two years of on/off development... It does have a few warts though (it was really "fun" working out how to replace stock categories before other mods started adding theres to the mix )
  7. KSP (and the mods I created/maintain) has been on the fringes of my attention for a while now. Looking back, I've only been doing work for compatibility and no actual development (the interesting part ;)). As such, the code for following mods are no longer maintained and can be considered public domain (ie. no licensing restrictions) Pilot Assistant (http://forum.kerbalspaceprogram.com/index.php?/topic/90252-13-pilot-assistant-atmospheric-piloting-aids-1132-may-28/) Filter Extensions (http://forum.kerbalspaceprogram.com/index.php?/topic/93955-130-filter-extensions-304-jul-11/) Note that the icon library is licensed separately, and since I was effectively just managing the repository the license on them will remain (I did no work creating them and never "owned" them) All of The Plugin Workshop (http://forum.kerbalspaceprogram.com/index.php?/topic/105289-13-the-plugin-workshop-small-plugins-of-varied-function/) The following mods are also no longer maintained but as I was not the original creator the license's will remain (both can be found here) Procedural Wings - original - (licensed as CC-BY-NC (SA?)) Procedural Wings - B9 (The code is licensed under MIT, All art (i.e. textures and meshes included into the download) is licensed under CC BY-NC-SA 4.0) I still check the forums semi-regularly so just poke if required
  8. Er, I think you've mixed up some things You should use some of the distributed configs as examples (eg. Aero Category, Aero subcategories) CATEGORY { name = A icon = A SUBCATEGORIES { list = B } } SUBCATEGORY { name = B icon = B FILTER { CHECK { type = partName value = partA, partB, ... } } }
  9. Sounds like you're getting an "all parts in {A}" subcategory and no {B}. Post your .cfg file(s) (or an example of) and we'll get to the root of the issue
  10. Lambda is just a function (albeit an unnamed/anonymous one). FE uses the same method to express its callback (I do wonder why you're using string.Contains instead of Equals? But that's a nitpick...) I would suggest printing each of the parameters to the log (check they're not null, etc.). What error is being reported in the log file? What does the stack trace point at? Does it work if you change the function to a coroutine and delay 10 frames before initialising? FE call path for completeness: EditorInit() called by callback registered in awake calls initialise on categories Category setup adds the CustomFilter and then passes the returned instance to Init Subcategories on Subcategory initialise just registers the filter against the category The only major difference I can see is that I call all this through a coroutine so it might be delayed from the original callback
  11. I use awake for Filter Extensions instead of Start, and I do recall having to change sometime in the recent past
  12. Log please (see sig of guy above you for where to find it)
  13. @Thiagobs Awesome. Would you mind sending me the correctly formatted files (pull request on github, or filesharing. I don't really mind)?
  14. v3.0.3 released, fixes the missing icons for the fuel tab. I don't know what the issue is with the science icon as I cannot reproduce locally.
  15. Bug: I'll have a look sometime this weekend Supporting config lib: Not to my knowledge. Would be interesting to see though Looks like it might be picking the incorrect file for the unselected case. Will have to take a look
  16. It's there? The deformation of the original PWings is quite fixed as it relies quite heavily on Unity objects. You'll have to use the B9 version for this behaviour (which works just fine in stock AFAIK, just like the originals should work just fine in FAR?)
  17. Rescale factor did work and was simple to account for. It does have a side effect though... (part and plugin changes have been uploaded to github, it should work with any rescale factor now so if 0.4m minimum isn't small enough, just go lower)
  18. @JPLRepo IPartSizeModifier and negative values (ie. for a part smaller than its default size). The height thing is a consequence of the current setup thinking it's always at least 4x4x0.2m @NathanKell Good idea, but it would require someone other than me. The part icons (and related sizing) run on the raw model, which tbh I do not have the time to work out how to modify. Modifying the plugin to suit would be relatively easy, but that's the extent of my skills and time
  19. I haven't been able to reduce it under that value from what I can recall (doesn't like negative inputs?). It has been a while since I was trying to fix that so I could be wrong (I seem to recall that I did manage a -ve vessel size at one point...) https://github.com/Crzyrndm/B9-PWings-Fork/blob/master/B9 PWings Fork/WingProcedural.cs#L3928 Also looks like the non-B9 implementation still returns absolute instead of offset from the default size. Oops https://github.com/Crzyrndm/ProceduralWings/blob/master/Source/WingManipulator.cs#L670
  20. You can always get them from GameDatabase.Instance.databaseTexture (It's how I get all of the icons for FE including the ones you're looking for, although I recommend not using that particular approach for specific icons...) Relevant icon names listed here
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