Andem Posted April 16, 2016 Share Posted April 16, 2016 (edited) Never Mind! regex is awesome! Edited May 11, 2016 by Andem Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 16, 2016 Share Posted April 16, 2016 Is anybody doing Tanklock? If not, I'll have a look. Linuxgurugamer Link to comment Share on other sites More sharing options...
Galileo Posted April 23, 2016 Share Posted April 23, 2016 really looking forward to not all my kerbals being related. Missing Renamer Link to comment Share on other sites More sharing options...
NathanKell Posted April 23, 2016 Share Posted April 23, 2016 @regex has done his part I just need to release stuff Link to comment Share on other sites More sharing options...
regex Posted April 23, 2016 Author Share Posted April 23, 2016 (edited) On 4/16/2016 at 11:18 AM, linuxgurugamer said: Is anybody doing Tanklock? If not, I'll have a look. Linuxgurugamer Funny, I deleted the source for Tank Lock the other day. vOv It was a stupid simple mod, should be very easy to ressurrect. On 4/6/2016 at 5:18 PM, Andem said: On Kerbal Renamer, what do I do if I only want a specific last name for the kerbals, and want the first name generator to stay? Just have one last name key. The mod works by randomly choosing amongst the given keys. You can artificially weight by adding the same key multiple times. Quote On KSC Switcher, how do I get new KSCs to show up? Do I need them on a seperate file? How do I add it to the primary config? However you want. If you are using RSS it blows out the list and installs its own, so I would suggest a MM script to add new ones that respects RSS (instructions earlier in the thread). The next version will only have KSC for Kerbin, anyone else will have to install their own. Note: Again, control has been passed to the RO group, whom I am a part of and help as I have energy. Sometimes I want to mod, sometimes I don't, sometimes I'm slogging through a terrible language like XQuery at work for a year. One thing I don't want is to feel pressured by updates because that leads to burnout and burnout is terrible when you code for a living. This update was comparably chill and I made Renamer work the way I wanted it too, finally. But there's a reason I'm not paying attention to this thread. If you have a question about one of the mods you can generally find me on IRC during PST weekdays (#RO and a few others) or you can read through this relatively short thread for explanations already given. Enjoy. Edited April 23, 2016 by regex Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 23, 2016 Share Posted April 23, 2016 9 minutes ago, regex said: Funny, I deleted the source for Tank Lock the other day. vOv It was a stupid simple mod, should be very easy to ressurrect. Just have one last name key. The mod works by randomly choosing amongst the given keys. You can artificially weight by adding the same key multiple times. However you want. If you are using RSS it blows out the list and installs its own, so I would suggest a MM script to add new ones that respects RSS (instructions earlier in the thread). The next version will only have KSC for Kerbin, anyone else will have to install their own. Note: Again, control has been passed to the RO group, whom I am a part of and help as I have energy. Sometimes I want to mod, sometimes I don't, sometimes I'm slogging through a terrible language like XQuery at work for a year. One thing I don't want is to feel pressured by updates because that leads to burnout and burnout is terrible when you code for a living. This update was comparably chill and I made Renamer work the way I wanted it too, finally. But there's a reason I'm not paying attention to this thread. If you have a question about one of the mods you can generally find me on IRC during PST weekdays (#RO and a few others) or you can read through this relatively short thread for explanations already given. Enjoy. I have the source for tank lock, I'll be releasing it on Monday Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 25, 2016 Share Posted April 25, 2016 On 4/23/2016 at 7:39 PM, linuxgurugamer said: I have the source for tank lock, I'll be releasing it on Monday Just released this for 1.1 Link to comment Share on other sites More sharing options...
ThreePounds Posted May 13, 2016 Share Posted May 13, 2016 Hello! I made a KerbalRenamer.cfg custom config to add Chinese Kerbals to KSP for my RP-0 playthrough with the Chinese launch sites. I want to share them with you guys. Can someone tell me how? I was thinking about putting in on GitHub or pastebin. Should I create my own repository or fork something? Excuse my silliness, I am completely new to this. Link to comment Share on other sites More sharing options...
NathanKell Posted May 13, 2016 Share Posted May 13, 2016 @Three_Pounds if you fork the repo and push your changes, you can then create a pull request which we can merge, and then it's in the mod for next release. Link to comment Share on other sites More sharing options...
ThreePounds Posted May 13, 2016 Share Posted May 13, 2016 1 hour ago, NathanKell said: @Three_Pounds if you fork the repo and push your changes, you can then create a pull request which we can merge, and then it's in the mod for next release. Roger! I created the fork and made the changes. Now there are three nationalities in the *.cfg: Russian, American and Chinese. If we merge the branches then this will be the file everyone is getting by default right? I assume not everyone wants that. How could we keep this optional? Link to comment Share on other sites More sharing options...
NathanKell Posted May 13, 2016 Share Posted May 13, 2016 @Three_Pounds hmm, I guess I'll figure out a neat MM way to handle that. Link to comment Share on other sites More sharing options...
seamus2849 Posted May 13, 2016 Share Posted May 13, 2016 Does anyone else get problems with KSC Switcher and Dark Multiplayer? Meaning you are not able to switch sites and you are stuck in Cape Canaveral, even if you last saved at a different location (Baikonur for example), when you re-load from a flight it moves you back to the Cape and you cannot switch to any other site unless you edit the save file. I have this issue on a clean install with only real solar and DMP. KSC Switcher works perfect until I install that mod. Link to comment Share on other sites More sharing options...
NathanKell Posted May 13, 2016 Share Posted May 13, 2016 No idea about DMP. @Three_Pounds actually it's super simple. Your addition is just a simple MM patch: @KERBALRENAMER { Culture { // insert name = (new culture) and all the other culture stuff here } } You don't have to do anything to KR itself. Link to comment Share on other sites More sharing options...
ThreePounds Posted May 14, 2016 Share Posted May 14, 2016 9 hours ago, NathanKell said: @Three_Pounds actually it's super simple. Your addition is just a simple MM patch: Thank you! I was not aware you could create MM patches for things that aren't part definitions. Link to comment Share on other sites More sharing options...
NathanKell Posted May 14, 2016 Share Posted May 14, 2016 @Three_Pounds You can use MM to patch anything that a plugin (or stock KSP) loads from GameDatabase rather than directly by reading a file. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 16, 2016 Share Posted May 16, 2016 On 5/13/2016 at 5:14 PM, NathanKell said: @Three_Pounds hmm, I guess I'll figure out a neat MM way to handle that. Take a look at what I did for KW Rocketry Redux to see how to solve t his Link to comment Share on other sites More sharing options...
NathanKell Posted May 16, 2016 Share Posted May 16, 2016 @linuxgurugamer I think you may have missed the followup posts. Also I was unaware KW Rocketry Redux added new cultures to Kerbal Renamer. Link to comment Share on other sites More sharing options...
regex Posted May 16, 2016 Author Share Posted May 16, 2016 (edited) @NathanKell is correct, just add a new node using Module Manager. Once you have the names in there take a look at the existing flag textures and create a <culturename>.png file for it and put it in the same place as the others. I don't know how it will handle spaces or capitalization so it would probably be best to name your culture something like "chinese" and then use a "chinese.png" texture. Adding other cultures (I had a French one for testing at one point) is the same. Edited May 16, 2016 by regex Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 16, 2016 Share Posted May 16, 2016 5 minutes ago, NathanKell said: @linuxgurugamer I think you may have missed the followup posts. Also I was unaware KW Rocketry Redux added new cultures to Kerbal Renamer. I did, but I was referring to the way that the Redux has two different configs which it loads in at install time via CKAN Link to comment Share on other sites More sharing options...
WillThe84th Posted May 22, 2016 Share Posted May 22, 2016 Can anyone help with the issue I'm having while trying to switch launch sites? I made a simple config for KSCSwitcher and I'll go to the map and try to switch to the launch site I made. When I click on the site nothing happens. Does anyone know how to fix this? Here is my config: KSCSWITCHER { DefaultSite = ksc LaunchSites { Site { name = ksc displayName = Kerbal Space Center description = When Kerbals dream of space their first thought is often of Kerbal Space Center, the de facto home of spaceflight for the peoples of Kerbin. PQSCity { KEYname = KSC latitude = 19.7754 longitude = -110.1929 repositionRadiusOffset = 53 repositionToSphereSurface = false reorientFinalAngle = 68.55 lodvisibleRangeMult = 6 } PQSMod_MapDecalTangent { radius = 10000 heightMapDeformity = 80 absoluteOffset = 0 absolute = true latitude = 19.7754 longitude = -110.1929 } } Site { name = els displayName = Equatorial Launch Site description = The lower latitude of this lauch site makes it easier to launch into an equatorial orbit. PQSCity { KEYname = ELS latitude = -2.2632 longitude = 78.6182 repositionRadiusOffset = 53 repositionToSphereSurface = false reorientFinalAngle = 346.4 lodvisibleRangeMult = 6 } PQSMod_MapDecalTangent { radius = 10000 heightMapDeformity = 180 absoluteOffset = 1 absolute = true latitude = -2.2632 longitude = 78.6182 } } } } Link to comment Share on other sites More sharing options...
SirusKing Posted June 1, 2016 Share Posted June 1, 2016 (edited) Does each launch site disapear when you switch to another? I had the unfortunate incident of trying to land on a runway elsewhere on the globe, only to find no KSC... Edited June 1, 2016 by SirusKing Link to comment Share on other sites More sharing options...
Thomas P. Posted June 1, 2016 Share Posted June 1, 2016 51 minutes ago, SirusKing said: Does each launch site disapear when you switch to another? I had the unfortunate incident of trying to land on a runway elsewhere on the globe, only to find no KSC... Yes, this mod just moves the KSC. Link to comment Share on other sites More sharing options...
AlphaMensae Posted June 16, 2016 Share Posted June 16, 2016 (edited) Ok, I have a question, how do you translate the elevation above sea level for a site from the Kerbin map into the parameters used by KSC Switcher? So far my first test alternate KSC (I'm guessing it's the decal thingy) keeps appearing about 211m above the ground for a site 185m above sea level. I made a quickie rover and dropped off the edge to land on the flat area below, and the altitude there was 2-3m. I'll keep plugging away at it, but was wondering if there was a standard calculation to determine what to put into the parameters. I'm using version 0.5 for 1.0.5. Edited June 16, 2016 by Laguna Link to comment Share on other sites More sharing options...
FiiZzioN Posted June 23, 2016 Share Posted June 23, 2016 Where can one download just KSC Switcher for v1.1.2 / 3? I looked in the Realism Overhaul and Real Solar System recommended mods but I didn't see anything about it. Probably missed it, if it's there, due to to severe lack of sleep. If anyone would be so kind as to link me or tell me where to find it, I'd be very much grateful! Link to comment Share on other sites More sharing options...
AlphaMensae Posted June 23, 2016 Share Posted June 23, 2016 4 hours ago, FiiZzioN said: Where can one download just KSC Switcher for v1.1.2 / 3? I looked in the Realism Overhaul and Real Solar System recommended mods but I didn't see anything about it. Probably missed it, if it's there, due to to severe lack of sleep. If anyone would be so kind as to link me or tell me where to find it, I'd be very much grateful! You can get it here: https://github.com/KSP-RO/KSCSwitcher/releases Link to comment Share on other sites More sharing options...
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