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Nils277

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Everything posted by Nils277

  1. Thanks for reporting. Will correct this in the next update.
  2. @Fendrin The designers at K&K did not consider a Fuel-Cell converting hydrogen and oxygen into EC because they did not think anybody would be ready to turn the Electron and Fuel-Cell on and off depending on whether it is day or night to have a mixed cycle (they have not heard of any automatic way to do this until now). However, if provided with a good example of an existing version of a fuel-cell from another vendor that does have this ability, the designers at K&K are positive that they are able to work out a workaround for this shortcoming.
  3. Hi @chaos113 this adapter is already part of the mod. It is called : "Lynx Bovine Adapter". You can find it in the "Structural" category when the Buffalo Rover mod is installed.
  4. Update to 1.3.6 ~Spaaaaaace~ @littlecaptian I have looked up the max height for hovering and it can be set by the paramater you have changed in the config file. What you are using for the hover height is the actual "offset" for the height which is meant for making the rover be horizontal while hovering when the engines are not all at the same height. You can change the actual height via the "i" key for higher and "k" key for lower.
  5. Thanks for reporting! I will take a look at the issue and fix it if requred
  6. Thanks! Will add the blacklist to the next update. Are the any other parts known to have problems with SimpleRepaint? Thanks for the report. I will take a look at this and see why the greenhouse disappears for TAC-LS. It should be moved to the live support category. Maybe something changed and this causes problems. Edit: @gameskipper I have checked it out and privided that ModuleManager, CCK and CRP are installed correctly too, the greenhouse appears in the "Life Support" main category in the VAB/SPH.
  7. I can understand that this might be something that someone would like to change in the settings. I will try to remember to make this possible for the next update.
  8. Update to 1.6.15 @Bit Fiddler and @DeadJohnThe problem with the garage cover has been fixed in this release. Also thank you for the suggestions, However, since im currently just "maintaining" the mod to keep it running and fix bugs. I don't think there will be new featues added to KPBS in the in the foreseeable future. @The Credible Bulk and @SkyFall2489 the problem with SimpleRepaint has to come from this mod itself. None of the parts or configs have/had support for this mod. Best would be to report this to the creator of this mod. He/She can also contact me if there is something that is caused by KPBS (unlikely) contributing to this problem.
  9. Hi @littlecaptian sorry for the late reply. Having a higher hover height is not possible using configs. This was a design decision to not make the hover engines too overpowered. As a kind of physical explanation, the hover engines use the "ground effect" to hover efficiently, This would not work in higher altitudes.
  10. Hi @Mortimer Kerman thanks for the translation. I will add it to the launcher as soon as possible
  11. Hi @Grimmas thank you for the pull request for fixing theses issues! And sorry the long wait, way too much else to do at the moment... I will review and merge the pull request in the coming days and make an official update. This will also include a fix for the wrong storage units.
  12. Hey, sorry for the alte reply. As the log mentiones, the Exception comes originally from a Kerbalism module because one of the used resources in KPBS are not known to Kerbalism. The fault seemt to be at both sides here, the module from Kerbalism should handle such cases more gracefully and just ignore the unknown resource instead of crashing all the time. Since Kerbalism tends to change constantly and i'm currently far from actively keeping track of the changes, the support for Kerbalism is probably outdated (as in the resource was once used be Kerbalism but is not anymore) Hey, i would probably go with deprecating the original parts and creating new ones with the correct configuration, this seems to be the best solution that does not break anything
  13. Hi, thank you for the offer and sorry for the late reply. I'm currently on vacation and have no direct access to my modding files. At the moment there are 17 texts not translated into brazilian portuguese in the file: https://github.com/Nils277/KerbalPlanetaryBaseSystems/blob/master/FOR_RELEASE/GameData/PlanetaryBaseInc/Localization/pt-br.cfg I will write you a PM once im back to discuss the translation process. @VTOL Frog Thanks, yes, they are kinda swapped, will fix this in the next update.
  14. The flexible tube has not been touched or changed since the last big change of KAS years ago. It is however only available when you have KAS installed because it uses its functionality. Do you have it installed?
  15. @Lisias I can understand your concerns, but the CC license expressly defines NonCommercial as; and furthermore, explicidly invalidating the problem about who can use material with the CC-NC: https://wiki.creativecommons.org/wiki/NonCommercial_interpretation It is a commercial activity, yes, but it is still not primarily intended for commercial use, which is the key point of the NC clause. In fact the Forum Rules 2.2i already prohibits posts (and therefore also post about mods) that are done primarily for monetary compensation. Therefore any Mod that is not removed because it violates the forum rules should also be in accordance with the NC clause of the CC license. Furthermore, the interpretation of such licenses is not based on the legislative of the country it is used in. The Creative Commons organization is based in the USA, it would make absolutely no sense defining a part of the NC clause when the legislation of the very same country the organization is based in causes the interpretation of the clause to be null and void. If the official interpretation of a copyright license term can be invalidated individually by each countries legislation, there would be absolute chaos. Just imagine what would happen if a country just would decide that there is no such thing as a copyright? Or way worse, that all copyright licenses are invalid and the term "all rights reserved " applies requiring everyone to have an explicid written permit from the original creator?
  16. This is indeed a quite important information that has come up in some threads discussing licenses and also resulted in the following thread: Here it is stated that... So yes, you are correct that the CC license is not recommended for software. On the other side e.g. the Apache Licence 2.0 is primarily intended for software. For my mods i followed the suggestion and licenced the art assets under the CC-BY-NC, while using the Apache License 2.0 for the source code. I think this solution works pretty good. Question is: What happens if someone did use the CC license for the source code? Is this license invalid and would make adaptions/continuations inpossible since then "All rights reserved" would be applied? Not using the CC license for software is rather a recommendation from the creators of the CC license since the license was not developed with software in mind. That could mean that it may grant more (or less) rights to others than the autor originally intendet. However, i do not think that using a CC license for source code would invalidate said license resulting in "All rights reserverd". The Legal Code of e.g. the CC-BY license does not explicidly exclude software. Therefore it should still be valid. Disclaimer: I'm not a laywer nor have i any expertise in law. This is just my personal assesment of the matter. Ps. Following stickied thread also links to the License Selection Guide:
  17. Yes, KPBS does have the flexible tubes that are automatically added when KAS is installed. You should find it in the "Structural" category. The part is called "K&K Flexible Corridor" and looks pretty much like a doubled docking port. To connect them place one of them one each target and use the standard KAS way to connect them.
  18. This indeed sounds strange! Are there any messages or similar when you try to save/ switch/etc? None of this should be interfered with by the rover. It does not even remotely change any behaviour in that regard. There really must be a severe error that cause trouble all over the place. What version of this Mod and KSP are you using? Can you please upload the KSP.log file and link it here after you tried the actions that did not work? The log file should contain information that can give a clue what is going wrong. Do you have any other mods installed that might interfere with this mod? Edit: After you saved the KSP.log file you can try to remove the temporary files created by KSP and ModuleManager and also delete and reinstall FUR. Maybe some of the files was corrupted and causes problems.
  19. The update on ckan is done automatically via SpaceDock. It may take some time (hours to one day) until the new version is adopted by ckan.
  20. Update to 1.6.14 It looks like my changes to add inventories to the crewed parts and let smaller parts be constructed/moved with the new KSP inventory and construction got lost somewhere during the release. This time they are really added for full support for the new features. Changelog: Download:
  21. Update to 1.3.3 ~Pretty Fly (For a Green Guy)~ Well...another day another update. I just discovered a rather critical bug with resource switching, where the maximal amount was not calculated correctly and was therefore (way) too high. Hopefully this will be the last update until KSP 1.12 comes around. Changelog: Download:
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