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No offset limit mod update, any takers?


Majorjim!

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2 minutes ago, He_162 said:

I need to learn a lot about coding, but I may be able to contribute.

OK.  I am definitely asking ANYONE for help in updating this.  It's probably going to be a bunch of digging through the KSP API.

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2 minutes ago, CliftonM said:

OK.  I am definitely asking ANYONE for help in updating this.  It's probably going to be a bunch of digging through the KSP API.

Gotcha, where do I start?

 

Look what you started Major! This is gonna be a great ride :D !!!

Edited by He_162
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1 minute ago, He_162 said:

Gotcha, where do I start?

Well, Plugin Development Help And Support is a great subforum.  They'll help you out.

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29 minutes ago, CliftonM said:

Well, Plugin Development Help And Support is a great subforum.  They'll help you out.

So do you need to invite me to a repository or something? How do I get involved with this?

 

I looked it over, and I think I will leave it up to you, I don't think I can learn how to code all this quick enough to help out any, do you have a estimated time at which this will be complete, or done? @CliftonM

Edited by He_162
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37 minutes ago, He_162 said:

I looked it over, and I think I will leave it up to you, I don't think I can learn how to code all this quick enough to help out any, do you have a estimated time at which this will be complete, or done? @CliftonM

I have absolutely no clue.  I'm going to be getting KSP on Steam tomorrow, so that's when I'll be able to get ahold of 1.1.  I still would definitely like any possible help from anyone on the community.  :)

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6 hours ago, Majorjim said:

Any updates on this chaps?

I'm going to do a build aimed at 1.1 today and see if it just needs to be rebuilt.  If that works, then yay.  If it doesn't, I'll have to dig around in the KSP API.

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Just now, CliftonM said:

I'm going to do a build aimed at 1.1 today and see if it just needs to be rebuilt.  If that works, then yay.  If it doesn't, I'll have to dig around in the KSP API.

Awesome man. Keep us posted!

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Update:

The build was throwing errors because I needed to reference UnityEngine.UI.  After doing so, we now have a successful build.  I am loading KSP now to see if it works.

Another update:

I'm still getting errors in KSP...  So I'm going to need to do some looking around to see what's wrong.

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49 minutes ago, CliftonM said:

Update:

The build was throwing errors because I needed to reference UnityEngine.UI.  After doing so, we now have a successful build.  I am loading KSP now to see if it works.

Another update:

I'm still getting errors in KSP...  So I'm going to need to do some looking around to see what's wrong.

Sounds promising though! I wish I could help..

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Good news, everyone!

There is going to be a stock feature to allow you to set the limits to anything you want, essentially allowing you to have no limits!  It's going to be available in the next update  pre release.

Edited by Guest
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On 4/2/2016 at 2:57 PM, CliftonM said:

Good news, everyone!

There is going to be a stock feature to allow you to set the limits to anything you want, essentially allowing you to have no limits!  It's going to be available in the next update  pre release.

Awesome!

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  • 3 weeks later...
14 minutes ago, He_162 said:

All the new update allows is a tiny bit more distance by holding shift I believe, where can I made it infinitely expandable? We need this mod.

It does mateo!

 It is part of the Editor Extensions redux mod. It only seems to work under 64bit though. 

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