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Jiraiyah

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Everything posted by Jiraiyah

  1. I'm not that familiar with ksp api, but i'm sure you should be able to look into the ksp dll with something like dotpeek, that is if you know where to look for the code
  2. Ok, got it working : 1- Used enableMenuString, disableMenuString, and toggleMenuString to make proper words to fix my confusion, so that was not a bug 2- but here is the bug, if i have the last module in the code (look bellow), the plugin don't respect my settings for the very first node (false, or true, both cases the component starts as false), but as soon as i comment that part, things work, not sure what did i do wrong there or is it a bug in the code itself. also, still if i have this module in, all the groups show at once. MODULE { name = JSIGroupSelector activeInEditor = true activeInFlight = false activeWhenUnfocused = false groupStateList = TopButtom,RingOut,RingIn,RingTop,RingBottom nextMenuButton = Next Setup previousMenuButton = Prev Setup stateGuiName = Nodes }
  3. Ok, this is my first time using this plugin, and modding for ksp, either i did something wrong, or there is a problem inside the plugin itself, i am using it in 0.90 but take a look : First of all, the controls for all the groups are showing with eachother, second, i set all the groups to be disabled at start : MODULE { name = JSIPartComponentGroup groupID = TopButtom areComponentsEnabled = false persistAfterEditor = false activeInEditor = true activeInFlight = false activeWhenUnfocused = false showEnableDisableOption = true showToggleOption = true managedNodes = top|bottom } MODULE { name = JSIPartComponentGroup groupID = RingOut areComponentsEnabled = false persistAfterEditor = false activeInEditor = true activeInFlight = false activeWhenUnfocused = false showEnableDisableOption = true showToggleOption = true managedNodes = 1|2|3|4|8|12|16|20|24|28|32|36|40|44|57|61|65|69|73|77|81|85|89|93 } MODULE { name = JSIPartComponentGroup groupID = RingIn areComponentsEnabled = false persistAfterEditor = false activeInEditor = true activeInFlight = false activeWhenUnfocused = false showEnableDisableOption = true showToggleOption = true managedNodes = 5|9|13|17|21|25|29|33|37|41|45|48|51|54|58|62|66|70|74|78|82|86|90|94 } MODULE { name = JSIPartComponentGroup groupID = RingTop areComponentsEnabled = false persistAfterEditor = false activeInEditor = true activeInFlight = false activeWhenUnfocused = false showEnableDisableOption = true showToggleOption = true managedNodes = 6|10|14|18|22|26|30|34|38|42|46|49|52|55|59|63|67|71|75|79|83|87|91|95 } MODULE { name = JSIPartComponentGroup groupID = RingBottom areComponentsEnabled = false persistAfterEditor = false activeInEditor = true activeInFlight = false activeWhenUnfocused = false showEnableDisableOption = true showToggleOption = true managedNodes = 7|11|15|19|23|27|31|35|39|43|47|50|53|56|60|64|68|72|76|80|84|88|92|96 } MODULE { name = JSIGroupSelector activeInEditor = true activeInFlight = false activeWhenUnfocused = false groupStateList = TopButtom,RingOut,RingIn,RingTop,RingBottom nextMenuButton = Next Setup previousMenuButton = Prev Setup stateGuiName = Nodes } but as you see, the text for the disable / enable differs between groups, also, some nodes show up at the creation of the part, also, the disable/enable text is working reverse of the group, meaning, when i want the nodes to be disabled, i see enable component group text, and vice versa. how can i fix these problems?
  4. Hi, I spoke with Chris and know that the advanced animation plugin won't be updated any more, but can you please update this mod with using firespitter or anyother animation module out there? it is very cool mod, shame if it dies
  5. I am not new to coding for unity but ksp api documentation is almost not existing. I emailed the support group for this feature, in reality, for them, it should be much easier than what people think, after all, for nodes they are keeping them in sort of list and then check each of them for seeing if the nodes should magnet to eachother. with little change in the way we define the nodes in config files now, it should be fairly simple for them to select what nodes to show and check and add toggle buttons, i was hoping that there was an easy way right now, but if it needs coding, well, i would do it if there was enough info on the ksp api Here is what i sent them : if we change the config file's structure like this : NODE { DEFAULT { stack_1 = x,y,z,upX,upY,upX,size stack_2 = x,y,z,upX,upY,upX,size } blah { stack_3 = x,y,z,upX,upY,upX,size stack_4 = x,y,z,upX,upY,upX,size . . . } blah2 { stack_a* = x,y,z,upX,upY,upX,size stack_b* = x,y,z,upX,upY,upX,size . . . } } The DEFAULT group would be those nodes that will always be active, other than that the parser would create toggle buttons for each name we gave to the groups (here they are blah and blah2). after that, when they are checking the nodes in the back end, they can see if the flag for the group is true or not and only show and activate the nodes when the flag is true. As i said, for devs on the back end it should be fairly simple, but for mod community it should be as close as hacking the code for it * : a and b are the numbers being continued from above list, or each group could have it's own index from scratch (0 base)
  6. Hi I'm new to modding for ksp and as any noob i started with parts for a station ring i would like to have, the ring will have stack node every 15 degree around it and that makes it really dense when it comes to nodes, i was wondering if there is a way to enable/disable some of the nodes by a toggle in the right clicking the part menu? thanks for help
  7. sp i assume this mod will never go for updating to 0.90 and above any more?
  8. oh so the link we download from kerbalstuff is actually 0.90? thanks for clarifying it
  9. I'm not blender guy, for modeling i would use maya LT but as i said, that would be only a rough estimation, if you can see into the code for that blender plugin, we maybe able to convert it to c# script but as i said, it's up to mu to develop this asset i just throw some ideas, also, if i knew how they are exporting the data, creating a new asset from scratch would be easy, i can use dot peek to look into the dll but as a developer myself, i respect others and their jobs.
  10. so what do you guys thinking about my proposal for the tool?
  11. when will the mod update to 0.90? also will it support linux 64 version of the game?
  12. I'm not familiar with blender or ksp modding but i'm good at unity and maya so if you guys can provide the fbx models of rovers, maybe we can restructure this bad boy so that lacking stuff like solars would work? - - - Updated - - - also, raptor22, i saw a video and the guy was trying to pull down the wheels on mkv 4 but the vehicle would jump up in the air, can it be fixed? and how?
  13. will other rovers like mkv 4 and 5 will be supported soon? specially will mkv5 issues with solar panels will be fixed? also, although there is a port for mkv4, when you try to put the wheels down, the rover jumps up in the air, can it be fixed and how?
  14. I know, you said that 64 bit support will be dropped but right now, i just installed linux and want to play .90 64 in it and it seems it's lot more stable than the windows version, and i may stick to this version for few updates to come, so, can i beg for a 64 version at least for .90 with the announcement that the usage and it's risks are up to the user and there will be no support for it? if not, is there a way for me to just compile it for 64 myself? (never done it for ksp so a little help would be appreciated) or does this mod works on linux 64 version? because op post says it's not supporting windows 64 how about linux?
  15. I know, you said that 64 bit support will be dropped but right now, i just installed linux and want to play .90 64 in it and it seems it's lot more stable than the windows version, and i may stick to this version for few updates to come, so, can i beg for a 64 version at least for .90 with the announcement that the usage and it's risks are up to the user and there will be no support for it? if not, is there a way for me to just compile it for 64 myself? (never done it for ksp so a little help would be appreciated)
  16. I can't download the dll files from copy.com, taking ages to load the page, can anyone else upload them somewhere else please? thanks
  17. Ok, here is a video that explains what i had in mind for this tool.
  18. i guessed that much but i hope sooner or later they move to 5 with mecanim support, the material change itself would rise the quality of game a lot. 1- add real chute and extra planetary launch pad to the list of mods that not support 64 2- forced openGL-mode ? how ?(noob here) 3- can you give me the name of the mod for the textures size? Actually, that was close to the list of mods i had when reduced the size of textures with the given reduced texture size from community, but i would like to have a lot more, hehe, something like all the mods in the community possible ? (a man can only dream )
  19. will do as soon as i got time for a video record
  20. Mu, I sent you a pm, if you are still active, please answer it, i have something in mind about the future of this package and i want to share it with you, if i find some free time, i may even put them on a video and share it with you guys. this package can become much more useful and powerful.
  21. Well, when i was referring to how many mods, i was more thinking about mods that add parts, also, didn't know that ksp had memory leaks, but if they can manage fixing it in 1.0 then it should boost things up. last time i played, just to be able to have b9, remote tech, ferram, and few others, i had to reduce the size of textures by the pack given into community. as i said, that laptop had total of 4GB, and windows was using near 1.3 GB of it, so hopefully, it should still be nice to have 4Gb of ram for play after 1.0 comes out, because honestly, lets face it, ksp is more about having eye candy parts and making stations, after few launches on different planets, things get repetitive, all remains as fun is those addon parts and the way you can put them together for much more fun play. i don't know, but i can only have a dream of the game with so many parts in it - - - Updated - - - as much as i would like to use squad as escape goat to save unity's face, it's not their fault, it's unity and it's short comes, just recently, in unity 5 we got 64 editor, not sure if it's related to it or not, but the matter of fact is, up until unity 5, there was no way of using the engine for precise 64 version, who knows, maybe soon after unity 5 and official 1.0, they can get rid of some of the bigger problems, but i assume if it was that simple, right now they would do it with unity 5, things should be much more complex with a game like this, float precision problem was bad enough to halt the progress, and it looks like they finally got rid of it.
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