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    @SATA thanks. Lists will probably be the subject of the next video. They are lists of any value (number, text, variable) each value has an index counting from 0. So you can set the value of the index 6 or get the one in index 8 and so on

    +2 4.1 years ago
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    how is it going? this mod sounds fun

    +1 4.0 years ago
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    Cities, clouds, rivers

    +1 4.0 years ago
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    still missing EU or ESA I mean it's the third biggest space agency

    +1 4.4 years ago
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    thx for the work, I was doing many things wrong.
    For me .fbx don't import well so I use .obj, I use Fusion 360 and not Blender so that could be the problem idk

    +1 4.8 years ago
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    Is it possible to join the beta?

    1.9 years ago
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    @Warbrine that's too bad but you know 2 players is already great you could revolutionize the game. It sounds like you were so close I would love to get some updates on that. Take a few days to rest I'm sure we can wait a bit. and as you plan to rewrite everything please please make a mobile version.

    3.7 years ago
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    Hi @AndrewGarrison, for one of my mod project I need to get a list of all the parts in every craft in the flight scene to find wich crafts have a specific part. I've tried many different things and asked Nathan for some help but nothing really worked. What do you think would be the best way to achieve that? I've tried to load each craft xml with

    craftXml = _flightState.LoadCraftXml (craftNode.NodeId);

    and then looping through each part

    foreach (XElement element in craftXml.Element ("Assembly").Element
    ("Parts").Elements ()) {

    but when I launched a craft this craft xml wouldn't load (image 1) I had to quit and resume the flight for it to work. Then I tried using

    foreach (PartData part in craftNode.CraftScript.Data.Assembly.Parts) {

    I think for this to work the craft has to be loaded but even then, loaded or not it just doesn't find the CraftScript or CraftData (image 2). I also tried to have some delay between the flight scene start and the time I try to access the parts but it doesn't change anything. Btw I find the craftnode with

    foreach (CraftNode craftNode in _flightState.CraftNodes) {

    Here are the scripts

    4.0 years ago
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    😍😍😍😍😍😍😍😍😍😍😍😍😍😍😍😍😍😍😍😍😍😍😍😍😍😍😍😍😍😍

    4.2 years ago
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    This is already planned for decal mod but it's currently on hold 2 custom paintable horizontal and vertical stripes flag are already done and nasa logo is pretty much finished

    4.4 years ago
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    try adding this " using ModApi.GameLoop; " with the others "using" at the beggining of the data class. If you're using visual studio just hover your mouse over the error and click quick fix. @McDuetchVan

    4.7 years ago
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    @OldCoach Have you downloaded v2 or V3 cause this is an old post

    4.7 years ago
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    here are 2 files from the same mod one is corrupted the other not

    4.8 years ago
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    ========== OUTPUTTING STACK TRACE ==================

    0x0000000140FA9783 (Unity) PrefabImporter::OnAssembliesLoaded
    0x000000014065C1A9 (Unity) CallbackArray::Invoke
    0x0000000140BD85B6 (Unity) MonoManager::EndReloadAssembly
    0x0000000140BE1854 (Unity) MonoManager::ReloadAssembly
    0x0000000140E821D9 (Unity) LoadDomainAndUserAssemblies
    0x0000000140E827B9 (Unity) LoadMonoAssembliesAndRecompileIfNecessary
    0x00000001413364D1 (Unity) Application::InitializeProject
    0x000000014149D785 (Unity) WinMain
    0x00000001424884BA (Unity) _scrtcommonmainseh
    0x00007FFD6A8F4034 (KERNEL32) BaseThreadInitThunk
    0x00007FFD6C933691 (ntdll) RtlUserThreadStart

    ========== END OF STACKTRACE ===========

    ========== OUTPUTTING STACK TRACE ==================

    0x00007FFCE9F48420 (libfbxsdk) fbxsdk::xmlXPtrEvalRangePredicate
    0x00007FFCE9CFE5C3 (libfbxsdk) fbxsdk::FbxReaderObj::CreateFbxMeshFromObjMesh
    0x00007FFCE9CFDB85 (libfbxsdk) fbxsdk::FbxReaderObj::LoadScene
    0x00007FFCE9CFD816 (libfbxsdk) fbxsdk::FbxReaderObj::Read
    0x00007FFCE9BA1C42 (libfbxsdk) fbxsdk::FbxImporter::ImportProcess
    0x00007FFCE9BA06D9 (libfbxsdk) fbxsdk::FbxImporter::Import
    0x0000000142045CA0 (Unity) UnityFBX::DoImportScene
    0x0000000141FD8E58 (Unity) FBXImporter::DoMeshImport
    0x0000000142025B8D (Unity) ModelImporter::GenerateAssetData
    0x0000000141EF9CCE (Unity) AssetDatabaseV1::ImportAsset
    0x0000000141F0BB3E (Unity) AssetDatabaseV1::UpdateAsset
    0x0000000141EFFAD5 (Unity) AssetInterface::ProcessAssetsImplementation
    0x0000000141F09D27 (Unity) AssetInterface::StopAssetEditing
    0x0000000141F04F7A (Unity) AssetInterface::RefreshInternal
    0x0000000141F01EBC (Unity) AssetInterface::Refresh
    0x0000000141EBC1F5 (Unity) AssetDatabase::Refresh
    0x00000001413369EC (Unity) Application::InitializeProject
    0x000000014149D785 (Unity) WinMain
    0x00000001424884BA (Unity) _scrtcommonmainseh
    0x00007FFD2BAC4034 (KERNEL32) BaseThreadInitThunk
    0x00007FFD2E2B3691 (ntdll) RtlUserThreadStart

    ========== END OF STACKTRACE ===========

    4.8 years ago
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    yes I'm on Unity 2018.3.8f1 but I'm not sure what stack traces are @athanMikeska

    4.8 years ago
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    also is there a script/function to get infos on the craft like speed/height?

    4.8 years ago
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    @AnotherFireFox I would like to know too

    4.8 years ago
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    Is there a way to see/edit scripts since they are ddl?

    4.9 years ago
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    why is there no mod tab next to craft and video?

    4.9 years ago