Magion
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KSP2 Release Notes
Everything posted by Magion
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Finally, after few months, I can say, that version v0.2 is available for download! What's new? * Multiple checklists support * Option to change checklist during construction * [internal] Rewrite of the code ensuring checklist loading and managing * Various tweaks and minor improvements You are probably wondering what are the bonus stuffs I talked about in my last post. Download buttun will no longer redirect you to Dropbox, but instead, you will be able to download it from GitHub, KerbalStuff or CurseForge! Enjoy!
- 165 replies
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Hi guys, You probably tought, that this mod is dead, beacuse the level of activity on this thread was nearing absolute zero, but I can assure you, that WernherChecker is still being developed. I'm currently prepairing v0.2 release and you can find out what is gonna be there in the updated OP. And... there are gonna be some bonus stuffs.
- 165 replies
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I remember Ted saying something about writing his devblog a few weeks ago... Did he forget?
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Wow, I'm surprised how many young people play KSP. Almost 15 BTW
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Magion replied to TriggerAu's topic in KSP1 Mod Releases
Oh Yeah! Those are the three things, that I wished to be in this update. Good Job man! -
ARM Pack [0.23.5] Mod Compatibility Thread
Magion replied to DMagic's topic in KSP1 Mods Discussions
My mod - WernherChecker has been updated few days ago, so it should be fully compatibile with .23.5 -
Oh yes! That's a good sign. Maybe they uploaded 0.23 to previous branch and now they are preparing to upload 0.23.5 to public branch. MAYBE!
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You can hide "MOAR BOOSTERS" item by setting j_sugg (Jeb's suggestion) field in .cfg to False
- 165 replies
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People are so much looking forward to this update, so I think, that they would be checking steam/store nevertheless.
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Usual? IIRC the only version released after marathon was .18 Folowing versions were released few days after a marathon. Let's look at some statistics: .21 -- Marathon - July 20 ; Released - July 24 .22 -- Marathon - October 11 ; Released - October 16 (Release date was announced a day before at KSP Weekly) .23 -- KerbalKon - December 12 ; Released - December 17 .23.5 -- Marathon - March 24 ; Released - ???? Sooo... I think it will be similar to .22 and release date will be announced at Devnote Tuesdays => Wednesday/Thursday are most likely the release dates. It is only my estimation.
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Modifying Planets/Orbits
Magion replied to rsmith985's topic in KSP1 C# Plugin Development Help and Support
Overriding parameters of planets is not big problem. Celestial Body minmus = ScaledSpace.Instance.gameObject.transform.FindChild("Minmus").GetComponent<CelestialBody>(); I think, that there are the fields you want You can alse find inspiration in Real Solar System's source code. -
As I said, it happened. v0.1.6 is live! It contains feature, which I promised: * Checking of the crew assignment before launch Hope you enjoy!
- 165 replies
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The developement of this is going really fast. Next update with the Crew-Assignment-Checking feature is almost compete. Tomorow i'll be testing it and hopefully Monday will be release date of v0.1.6! And here is a picture. Following window will appear when you press the launch button.
- 165 replies
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Hmm... That is not bad. Thanks for idea guys! Maybe it will be in next update.
- 165 replies
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And next version of WernherChecker is online! So...What's changed? * Checklist is now available in SPH too and you can configure it's items separatly from VAB * Editor will be locked if you will hover over the window to preven unwanted parts grabbing * Small code optimisation Hope you enjoy!
- 165 replies
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I thing they are compiled into .assets files in KSP_Data directory, but legally you can't decompile them. You can use PlanetFactory CE to create your own planets.
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What?!? Harv is only 14?! He sounds like a much older. Back to original question ---> I watch Scott, Danny, Nassault and sometimes HOC and TheWinterOwl.
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Ok, so at your request in version v0.1.4.1 I've added one item to config file, where you can set whether Jeb's suggestion is Enabled or Disabled.
- 165 replies
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DRE comes with ModuleManager configuration file, which modifies maximum temperatures and also adds ModuleHeatShield to every fuselage part.
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I have the solution! (ModuleManager required) 1)Delete all folders and files in the RemoteTech2 folder except Parts folder. 2)Create new text file and change extension to .cfg 3)Insert following text into the .cfg file 4)Save it 5)Enjoy! @PART[RTShortAntenna1] { TechRequired = flightControl MODULE { name = ModuleDataTransmitter packetInterval = 0.3 packetSize = 2 packetResourceCost = 15.0 requiredResource = ElectricCharge DeployFxModules = 0 } } @PART[RTLongAntenna2] { TechRequired = largeElectrics MODULE { name = ModuleDataTransmitter packetInterval = 0.3 packetSize = 2 packetResourceCost = 15.0 requiredResource = ElectricCharge DeployFxModules = 0 } } @PART[RTLongAntenna3] { TechRequired = specializedElectrics MODULE { name = ModuleDataTransmitter packetInterval = 0.3 packetSize = 2 packetResourceCost = 15.0 requiredResource = ElectricCharge DeployFxModules = 0 } } @PART[RTShortDish1] { TechRequired = electrics MODULE { name = ModuleDataTransmitter packetInterval = 0.3 packetSize = 2 packetResourceCost = 15.0 requiredResource = ElectricCharge DeployFxModules = 0 } } @PART[RTShortDish2] { TechRequired = electrics MODULE { name = ModuleDataTransmitter packetInterval = 0.3 packetSize = 2 packetResourceCost = 15.0 requiredResource = ElectricCharge DeployFxModules = 0 } } @PART[RTLongDish1] { TechRequired = largeElectrics MODULE { name = ModuleDataTransmitter packetInterval = 0.3 packetSize = 2 packetResourceCost = 15.0 requiredResource = ElectricCharge DeployFxModules = 0 } } @PART[RTLongDish2] { TechRequired = largeElectrics MODULE { name = ModuleDataTransmitter packetInterval = 0.3 packetSize = 2 packetResourceCost = 15.0 requiredResource = ElectricCharge DeployFxModules = 0 } } @PART[RTGigaDish1] { TechRequired = advScienceTech MODULE { name = ModuleDataTransmitter packetInterval = 0.3 packetSize = 2 packetResourceCost = 15.0 requiredResource = ElectricCharge DeployFxModules = 0 } } @PART[RTGigaDish2] { TechRequired = specializedElectrics MODULE { name = ModuleDataTransmitter packetInterval = 0.3 packetSize = 2 packetResourceCost = 15.0 requiredResource = ElectricCharge DeployFxModules = 0 } }
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And if they are still not transmiting science, delete "RemoteTech_Squad_Antennas.cfg" from RemoteTech2 folder.
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Me too! Just yesterday. Chuck is awesome. He has the same Courage like the real Chuck, Chuck Norris
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Yeah, I almost forgot on that. I will probably make different list settings for SPH too. But this will be not in next update. In that are gonna be new textures and fonts for the window. Edit: Wow, it's actually harder to import font, than I thought it's gonna be, so in next update is gonna be functionality in SPH.
- 165 replies