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JPLRepo

KSP Team
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Everything posted by JPLRepo

  1. Finally... Sorry it took so long. V0.18.0 released. Download links in the OP. Re-compile for KSP 1.12.x. Fix background resources - Kopernicus solar panels integration. Fix background resources - NRE spam on Resource Converters. Fix a NRE log spam on EVA kerbals - usually this involves rescue kerbals.
  2. V0.31.0.0 published: Re-Compile for KSP 1.12.x Added difficulty settings to turn off internal beep sounds and all sounds. Fix background resources - Kopernicus solar panels integration. Fix Portraits showing from kerbals in loaded vessels that aren't the active vessel. Fix timing issue with the Cryopod door animation and freeze glass animation playing at the same time. They now play one after another as they used to/should.
  3. V7.13 Release for KSP 1.12.x Update for KSP 1.12.x Fix DOE mod integration. Fix Sun/Shadow orientation on objects in telescopes view window.
  4. Sorry missed this one. Have passed it on to tech support.
  5. This is the same for all experiments in KSP. The data size is the baseValue * dataScale as defined in the science experiment definition cfg file.
  6. Thought this was made clear already. As Uomo said in the opening post: and as I stated here: and here:
  7. Not sure why you are annoyed. I have already stated it. Here:
  8. Yup. I do indeed plan to update all my mods. Just things a bit busy IRL. But hopefully SoonTM
  9. Up to those mod authors. This mod can't modify the actual models from other mods or stock parts. It provides a set of tools for mod authors to provide this functionality but only if those mod authors choose to incorporate the changes required into their models. No it doesn't. Nor do I know of anything that does.
  10. tl;dr. Plus the other post you made tl;dr. So whilst your scenarios are all true in a convoluted way. I think you forgot one important point. I'm the lead engineer on the project. So when I fix the bug in the stock code I can also ensure that this patch is handled by the stock code. Not that it requires a engineer on the project to do this. There are public interfaces in the game that can be used for exactly this. So thanks anyway. So moving on : @Serenity Here's the answer I can give to your questions. From a players perspective. You can download this mod and use it to fix the issue now. Other mods may have an issue if they directly use or access the internal code used for docking nodes. That bit is true. No workaround for that with this mod. When the official fix is done, I will ensure that it works with this mod in mind. Yes, in a way. But nothing is safe from the mighty kraken. All hale the Kraken!
  11. Nothing personal, just doing my job. I’ve seen it, and passed on the info. Let’s just move on and keep it on topic. <EDIT> I like that you keep updating your post after I've responded to it. So I'll do the same. I have seen the use of this DLL modifier. I won't go into how it works, as I'm sure you know already. But we all know injecting or modifying IL code at runtime, is not perfect. So whilst it may appear wonderful. It's got it's pros and cons as well. As part of my role, I have to notify where I see potential breach of EULA, and that is what I have done. That's it. End of the discussion.
  12. References in what way sorry? As in you have mods that specifically look for that Module? in order to do what? Just curious because there are several Interfaces on that module that perhaps you can reference instead of the module by name.
  13. Yeah my bad too. it needs the locking mechanism. Which was only implemented in 1.12.2. So this mod/fix will only work with KSP 1.12.2. I've updated the opening post to reflect that. sorry for the confusion.
  14. Don't seem to have any such issue here. Works fine. I see the problem. Yeah this isn't going to work with 1.12.0 or 1.12.1 my bad.
  15. There is things I can't talk about obviously. All I'm saying is, as per the opening post : It seems like this was a bigger issue for a lot more players, so I didn't want everyone to wait until the next minor patch, whenever that may be. Hence the mod patch for now. Obviously when an official patch is done, we won't need the mod patch any more. I'm currently looking into what I can do about the robotic drift for Breaking Ground DLC owners as well in the way of a mod patch until the next official patch is done, for the same reasons. I'm doing this in my own time as a modder and I expect nothing in return, just that everyone abides by the rules and shows everyone else common courtesy. I just care about this community and KSP.
  16. I'm not going to go into the debate. But licenses aside, there's a thing called common courtesy and another thing called modder collaboration. But silly me for assuming people would have these.. so any future mods I do will be All Rights Reserved to avoid any confusion. I created this to help the community because I saw this as a big problem for a lot of players and didn't want them to have to wait until the next KSP patch. At the first sign of a problem with support where someone has come to me because of this other mod I will immediately drop all support for this mod. This mod will only live until the next official KSP patch anyway. I have raised concerns about the patching DLL that is being used by @Gotmachine to patch the KSP dll. It may actually violate the KSP EULA, but that is one for the legal department to follow up. I've updated the mod to run it's MM update in FINAL pass to avoid conflicts with other mods.
  17. Wait so you took my code which is MIT I admit and put it into your own distribution?
  18. You can wait for the next patch if you like. I thought maybe people wouldn’t like to wait as I saw a lot of people saying it was game breaking for them.
  19. Depends on what module the mod uses. If it uses the stock module then yes. If it uses its own module then no. as for making it stock, you did read the opening post of this thread yeah? I will take a look tomorrow at what I can do about the robotic drift. But that’s a different problem with bigger issues you have to deal with than the docking ports. But will see what I can do.
  20. Here is a mod I've created that will fix the stock docking port drift. NOTE: This fix ONLY works for docking ports that are LOCKED or Undocked! It will not fix docking ports that are unlocked and docked!!! So the bottom line is leave your docking ports LOCKED unless you are actively rotating them. Thanks @Anth12 for helping me test it.
  21. Fix Stock Docking Nodes is a mod that fixes the drift that occurs in stock docking nodes with KSP 1.12.2. It should work with ONLY version of KSP 1.12.2. NOTE: This fix ONLY works for docking ports that are LOCKED or Undocked! It will not fix docking ports that are unlocked and docked!!! So the bottom line is leave your docking ports LOCKED unless you are actively rotating them. This mod replaces the stock Docking Node module with a fixed version of the Module. This mod requires Module Manager. License: All Software and code : MIT (Won't be making that mistake ever again!) Install Instructions: Dependency: You must have installed (included in this package). Module Manager Un-zip the download into your GameData folder. Download from SpaceDock, or GitHub SpaceDock runs and makes mods available to you based purely on donation. If you don't want to pledge to me at least Consider pledging to keep SpaceDock going if you use it. - Please NOTE the License requirements listed above. Support: Known Issues: Will probably not be compatible or break other mods that use the stock ModuleDockingNode part module. I am more than willing to help anyone who asks for support, But Please in order for me to help you, you need to help me too. So Please make sure that if you are coming to this thread for support that: A) you have logs as per below. B) You are using this mod and not another mod that copied the code from this mod. Be a COOL PERSON and help me by raising bugs and feature requests on GitHub here. For support please ensure you are following these instructions. From now on I will NOT respond to requests for support if you have not at least attempted to follow these simple steps. NO LOGs = NO SUPPORT. When I ask for a LOG I mean this LOG: The Logs These are text files that the game spits out for debugging purposes as it runs; if something broke horribly in-game, there will be something in here about it. You should upload the entire log as a file (i.e. not to pastebin); you can use dropbox or an equivalent host to upload the file. Make sure the entire file gets uploaded; you may have to zip it first, as logs can be very long. Here is where you can find the log: KSP versions 1.4.0 and above: Windows: C:\Users\<username>\AppData\LocalLow\Squad\Kerbal Space Program\output_log.txt - This folder is usually hidden so you should enable the view hidden folders option (more information). Mac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log Aka Files>~/Library/Logs/Unity/Player.log Linux: The log is written to ~/.config/unity3d/Squad/Kerbal Space Program/Player.log Whilst I agree CKAN is a great mod for those that can't use Zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Change Log: Source code is here Author: @JPLRepo - All codes changes, packaging, support, English Translation. Big thanks to @Anth12for testing this mod for me.
  22. I'm working on a mod to fix the docking port issue. Which works. So stay tuned will release it soon as I complete testing.
  23. Now that 1.12.2 has been released I promise I will find the time soon-ishTM to update this mod and fix some of the bugs.
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