

Magion
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KSP2 Release Notes
Everything posted by Magion
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Finally, v0.1.4 has been released! This update may seems small, but it requied rewriting a lot of code, to support the new feature, which will appreciate mainly players, who have many mods installed, so parts of the same type use various PartModules. So the new feature is, that you are no longer limited in numbers of PartModules to check for per one item.
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WernherChecker is customizable and compatibile with ALL mods. You just need to know the name of the PartModule of the part, that you want to check for. In your case, PartModule for RealChute parachutes is "RealChuteModule". Then you must edit the config file, located in "GameData/WernherChecker/Data/modules.cfg" the way, I explained in this post. So your modules.cfg should then looks like this: items = Control Source,,Reaction Wheels,Power Source,,Engines,Parachutes,,Communication,SCIENCE!! modules = ModuleCommand,KerbalSeat,ModuleReactionWheel,ModuleDeployableSolarPanel,ModuleGenerator,ModuleEngines,ModuleParachute,RealChuteModule,ModuleDataTransmitter,ModuleScienceExperiment At this time you can check only for two PartModules per one item - changed in v0.1.4
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Bohužel ne To je divné... V modu "Crowd-sourced Science Logs" má soubor ScienceDefs.cfg vÃÂce než 200kb, a pÃ…â„¢esto funguje bez problémů...
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Neopatrný kÃ…â„¢eÄÂek It means "careless mamster" in czech It's the name of one song from Ivan Mládek.
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Maybe you were looking at the old thread of KAS. KospY is no longer working on this mod, so Majiir, the new maintainer of KAS, created new thread, where is the newest version of KAS - 0.4.5, which is TechTree compatibile
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Hmm... Interesting... I'll try to don't remember your code and figure out, how to write it on my own, because I don't want simply copy it. I want to improve my coding skills a bit. BTW, I'm not a lawyer, but I affraid, that the code you pasted on the Pastebin is against the MIT License. You have to copy the license, which I have in the download file to the begining of your modified code.
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Sorry, but you can't disable Jeb, who is screaming at you, that he wants MOAR BOOSTERS!!!
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And here it is - Version v0.1.3 of WernherChecker is now released! Find out, what is new in the first post
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It's the same case as MechJeb. Estimating Delta-V is part of the game too, but most of the people have it installed. This is thing, about that I was thinking too.
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I am proud, that I can introduce you the new version of WernherChecker, which contains long awaited feature - configuration file, where you can edit, what to check for. So, how it works? ↓OUTDATED!!! - Check OP for UpToDate guide Here is how the stock config file looks like: items = Control Source,,Reaction Wheels,Power Source,,Engines,Parachutes,Communication,SCIENCE!! modules = ModuleCommand,KerbalSeat,ModuleReactionWheel,ModuleDeployableSolarPanel,ModuleGenerator,ModuleEngines,ModuleParachute,ModuleDataTransmitter,ModuleScienceExperiment If you want to check for one module per item, do it simply like this: items = item1,item2,item3 modules = module1,module2,module3 If you want to check for two modules per item, don't write there anything(DON'T WRITE THERE A MARGIN NEITHER) in the items line on the same field as the second module items = item1,,item2 modules = module1(item1),module2(item1),module3(item2) You can check maximaly for two modules per one item! - changed in v0.1.4 Hopefully you got it, beacuse I am not very good at explaining things And that's it. I hope you will enjoy the new feature.
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It's not bug. I don't know why you wrote it into KSP bugtracker. It's normal, that in C# you can't work with empty list. Just write this before your code. if (EditorLogic.startPod != null) { [Your Code] }
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Good C# Tutorials
Magion replied to miracmert's topic in KSP1 C# Plugin Development Help and Support
I like tutorials from the New Boston. I watched only first 15 videos (of 200) and I managed to create my own plugin for KSP (I'm just 14 too ). But those tutorials weren't the only source of informations. Google. There you can find answer for specific question. But if you just want to import part to KSP, you don't need any C# skills. You can learn here, how to configure your model, to be able to be imported to KSP and here is, how to set up config file. -
Yeah.. I had the same idea few days ago, but it would be quite problematic, if it will be combined with the list, which would be loaded from .cfg (well... it will be probably .xml) file. I'll see, how well will it go... And now it's time for small update: After few days of celebrating New Year I finaly began to work on this project again. At this time I have more than a half of work on the checklist, whose items will be loaded from .xml .cfg file completed - I figured out how to read data with the same index from two arrays and bunch of other stuffs. Yet I have some trouble with PluginConfiguration, but I think it'll be solved soon.
- 165 replies
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I would do it somehow like this: MusicLogic ml = new MusicLogic(); if (FlightGlobals.ActiveVessel.Landed) { if (FlightGlobals.ActiveVessel.mainBody.name == "Kerbin") { ml.spacePlaylist.Clear(); ml.spacePlaylist.Add(AudioClip clip); } else if (FlightGlobals.ActiveVessel.mainBody.name == "Duna") { ml.spacePlaylist.Clear(); ml.spacePlaylist.Add(AudioClip clip); } }
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This feature is already in ToDo list, but it's got low priority. I hope it is possible to do it before a ship will move to the launchpad.
- 165 replies
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Happy New Year from Czech Republic. *cough* *cough* Goddammit, here is lots of smoke from a fireworks.
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Added to ToDo list. At this time it is compatibile with all parts, that uses stock PartModules and RealChute mod. I will add .cfg file, where you will be able to set, what modules to check for, as many of you requests. Oops... I will fix it today. And thanks for all positive feedbacks
- 165 replies
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Dámy a pánové, představuji vám WernherChecker.
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!!! WernherChecker Continued by linuxgurugamer !!! I wanted to say STOP to the constant forgetting of solar panels or other important parts, so I decided to make this plugin. It is simple, but it can save a lot of time. Finally it is the end of those times, when you arrived at Duna and noticed, that all your ElectricCharge is gone. Ladies and Gentlemen, I present you WernherChecker! WernherChecker checks your ship during the construction in the VAB or SPH and tells you what should concern you in a small window in form of checklist. Do you like it? So what are you waiting for? Download it now! (SpaceDock, CurseForge, GitHub) Notes and Links Source code Issue Tracker - Feedback is greatly appreciated Toolbar plugin and KSP-AVC supported Planned Features (Green items will most likely be in the next release) Custom GUISkin Warning before launch, when important part is missing Warning before launch, if the ship is not orbit capable Known Issues None known! Changelog ------------- Version v0.4.1 (May 18) ------------- * KSP 1.1.2 support * Added new default checklists (thanks linuxgurugamer!) ------------- Version v0.4 (Nov. 18) ------------- * KSP 1.0.5 support * Added checking for resource capacity, current resource amount, crew's skills and part presence * Added criterion's parameters in-game editing * Added tooltips * Preformance increase - checking only if necessary * Changed color of the indicator lights * CrewCheck test is PASS, if EditorPanel.Crew is dipslayed * Improved window's heigh calculations * Toolbar setting label shows the current state * Added "Try again" button to look for checklists again when no valid ones are found * Fixed the launch button tooltip not displaying * Many small tweaks ------------ Version v0.3.4 (Jan. 5) ------------ * Added in-game settings * Fixed an issue causing the game to go crazy after launching an unmanned ship * Crew-assignment-checking feature rewritten * Under-the-hood tweaks ------------ Version v0.3.3 (Dec. 31) ------------ * Fixed the stock toolbar button duplication issue * KCT compatibility ------------ Version v0.3.2 (Dec. 27) ------------ * KSP 0.90 support * Added saving of the window's position * Improved launch button hook for the crew-checking feature * Default AntennaRange support ------------ Version v0.3.1 (Oct. 13) ------------ * KSP 0.25 support * Added button to reload the config file * Main window automaticly hides, when switched to the Action Groups or Crew Assignment panel * Editor locks, when the CrewCheck window is displayed * Minor visual changes * Added some new PartModule definitions ------------- Version v0.3 (Aug. 25) ------------- * Fixed issue, where crewed vessel could be launched, even though it was blocked by editor * Improved locking mechanism of editor * Fixed issue, where the stock AppButton wasn't destroyed, when blizzy78's toolbar was not available, but it was set in settings * Rewritten code ensuring loading and handling of checklists => changed cfg structure * Better look of the main window * Support of KSP-AVC * Added indicator of the current checklist * Option to select only certain parts for checking * Various tweaks -------------- Version v0.2 (Aug. 4)-------------- * Ensured 0.24.2 compatibility * Multiple checklists support * Option to change checklist during construction * Various tweaks and minor improvements * [internal] Rewrite of the code ensuring checklist loading and managing * [other] Source code is accesible at GitHub * [other] Available for download at KerbalStuff, GitHub and CurseForge ------------ Version v0.1.6.1 (Apr. 10)------------ * Recompiled for 0.23.5 * Checking for ModuleEnginesFX by default ------------- Version v0.1.6 (Mar. 17)------------- * Checking of the crew assignment before launch ------------- Version v0.1.5 (Mar. 13)------------- * Added availability in SPH * Hovering over the window will lock the editor * Renamed config file * Small code optimisation ------------ Version v0.1.4.1 (Feb. 24)------------ * Jeb's suggestion can be disabled via config -------------- Version v0.1.4 (Feb. 3)------------- * Rewritten code ensuring checking for PartModules, so number of a PartModules linked to one item is no longer limited ------------- Version v0.1.3 (Jan. 27)------------- * Window uses button in blizzy78's Toolbar for minimizing * Error message, if modules.cfg is missing ------------- Version v0.1.2 (Jan. 13)------------- * Checklist is now configurable by the .cfg file * Protection of the window before dragging out of the screen is smoother ------------- Version v0.1.1 (Dec. 30)------------- * Window is now minimizable by button in lower left corner * Window will come back when it will be draged out of the screen ------------ Version v0.1.0.1 (Dec. 26)------------ * Fixed issue, where External Command Seat was not recognized as Control Source * RT2 compatibile -------------- Version v0.1 (Dec. 26)-------------- * Initial release License This add-on is licensed under MIT license, which is available for reading in the download file.
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Weird. Is the game running fine? Because without this folder KSP should not run. Maybe you are looking in the wrong directory. Try to open properities of KSP in Steam, then go to tab "Local Files" and click "Browse Local Files". If there is still not KSP_Data folder, then click "Verify Integrity of Game Cache" - Steam will download all missing or corrupted files. Hopefuly this will work. ;-)
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Lots of documentation you can find at http://wiki.kerbalspaceprogram.com/wiki/Community_API_Documentation or at https://github.com/Anatid/XML-Documentation-for-the-KSP-API. You don't need Unity for making plugins (maybe for GUI testing - launching KSP five times per minute after small tweaks is really annoying). But you will need Visual Studio or MonoDevelop for writing a code.
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MÄ› se zdá, že se to Ã…â„¢adàcelkem logicky. Možná, že u nÄ›jakých složitÄ›jÅ¡ÃÂch raket se to může trochu pÃ…â„¢eházet, ale jinak jsem s tÃÂm spokojen. To už by bylo složitÄ›jÅ¡ÃÂ. Musela by se asi udÄ›lat simulace a tolik práce na tak malou vÄ›c se mi vynaložit nechce. NavÃÂc motory jsou vesmÄ›s naspod rakety, takže se moc ÄÂasto nestává, že by se ÄÂást rakety odlomila jen tak, protože by byla moc těžká. Možná pÃ…â„¢i nÄ›jakém velkém namáhánÃÂ. Jinak jsem jeÅ¡tÄ› jsem doladil malé detaily a myslÃÂm, že zÃÂtra bych už to mohl vydat.
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There is that possibiltiy. Currently there are two mods, that adds / modify the planets in KSP. Krags PlanetFactory and Alternis Kerbol (from former developer - NovaSilisko), that is still WIP, not released and no source code published yet. But Krags PlanetFactory has public source code, so I reccomend to view it. It is rather duplicating current planets and changing its properities, than creating a new one, but never minds.
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And GAIA is on the way to L2
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We made it! 100 pages!!