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About Tabakhase

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  1. Hi, OP here, been waiting for a _stable_ release I will see to get a recompile&update up soon(tm), - maybe this week if the GUI-button stuff is a simple change - but ive not checked at all if/what not works so no promises...
  2. you guys... amazing as always! Thank you all for keeping this mod alive! I just merged all your work together and updated the first post + downloads, a thousand thanks! Brake button, fixed Screens, NoWobble: Download @CurseForge Regarding some of your frequent questions: Wobbel: - Is gone (can be reenabled using the Settings file - for epicLaunchBroadcastings from next to the pad) -> done SoundMute: - not enabled by default! (WIP) - I merged a PullRequest on that, but for me thats not really working (engines make sound, explosions not) - but i have an idea on how this could be done (Filter, see the Muffler-Mod)... -> WIP (Until then you can use the 'old' volume-hack, set "DisableSound = True" in the Settings.cfg (selfCreated on first start at GameData/ProbeControlRoom/)) MoreSeats: - bummer here is that I need a Transform INSIDE the IVA Model -- that was done by 'Albert VDS' and i dont have those sourceFiles. -> on ice... ASET Props: - Ill try to get a import of the current room into unity, then building a config for ASET should not be much of an issue, i like there parts too =) -> TBD ManleyMode: - Is in (also via the Settings.cfg (ForcePCR)) - the UI and Toolbar-Buttons can still release you, but you bounce instant back in from the Map & C-Key keyboard focus - will be in the next build So expect another update very soon, (most likely RC1 when the SoundMute thing works...) Just wanted to get this out to have something working again that does not need 4 diffrent downloads
  3. 1.0.1 - so thats kinda stock now? I still want to get the BEEP BEEP... Issue now is two thermo-bars: I guess you can remove/toggle yours (stock can be toggled to on F10, so rechecking with that should be doable right?) For now, its working fine with 1.0.1 anyway
  4. From the reads just HeatBalanceFix and HeatShieldFix got stocked... Also: Im having issues with ParachuteFix - both time values are not saved from the editor to launch (heights are) - editor starts lagging like crazy with this tweakable opened Tweaked mid-flight they function just fine
  5. You guys... <3 On sound: - I think in that way PCR would bug with ShipEffects Sound Mod: Dynamic Sound Effects that "should be used instead" (seems to be ok with 1.0) But I think I´ll merge it in as a toggle in the cfg/autodetect thanks! On the wobble: - I´ll spice this up with some remembering to hopefully get the settings recovery clean On the fix: bugfix.dll + source + licensefiles - I like A full build with assets and stuff I´ll throw up tonight/tomorrow Thanks!
  6. I kind of expected this to happen KerbQuake got patched back then to "respect" PCR, but i dont see squad doing this for us anytime soon... A QuickFix, if KerbQuake still works with 1.0, might be to disable the stock shaking (ty Gaiiden) via game's cfg file or the in-game settings - and then install KerbQuake to still get "some" shaking. In the meantime will look into an actual fix... Last I belive it could just use the settings controller and do some toggeling there. On it...
  7. QuickScroll - seems to be working with 1.0 just fine =) Would not have played more than an hour without that - a shame its not STOCK... <3
  8. Hm, thank you for the reports, I´ll look into this. A first check in the MKS repo shows no changes that should break anything... And my MM config should only affect crew=0 things anyway. I will make sure that this keeps working with 1.0 however, just sooome more hours... --- On a sidenote, a huge thanks to ensouensou for adding PCR support in his stunning ShipEffects Sound Mod: Dynamic Sound Effects!
  9. Very nice stuff! I highly welcome the FS config! But I noticed the FS-switching is broken for "lightstrobe_white" and "lightbeacon_red" - all others are fine. (The cfg lists model000_* what should be model000-* and model000strobe_* instead of model000strobe-*) For the lazy: grab the updated DeadSkins-config.cfg and replace into GameData/AviationLights/Parts/lights/DeadSkins/
  10. The latest upload has an outdated part.cfg for smelter2. (28.08. instead of the 01.09. file) // all other files are OK It sets all costs back to 1300 (should be 59344, 118688, 187376) and also tangles with a few maxAmount nodes... Until OP updated, grab the old (but newer) part.cfg and replace in GameData/WombatConversions/Parts/smelter2/ And can we please get a versionNumber into the download? so its called or similar next time? Will allow you to keep the older versions - and us to not have "Karbonite-EPL-Converstion (14).zip" in the downloads folder Speaking of, the readme file in the zip currently says ".15" - the previous download contained a "ReadME v 16-5.txt" so something clearly tangled up Thank you
  11. After a "broken sandbox save" getting "NullReferenceException: Object reference not set to an instance of an object at MissionControllerEC.MissionControllerEC.hireKerbals" i digged a little... Situation: - Have a price for new Kerbals set to a positive number (4000?) & be in sandbox -> Hire a new Kerbal -NullReferenceException> shows as OK, but wont save the new crew member, still i get the "new Kerbal hired, charged 4000" message back on spaceCenter -> change Kerbal price to 0 -> hire a new Kerbal = No exception, crew saves correctly. I guess that could kinda be the intended behavior (Funding.Instance.Funds -= settings.HireCost; fails to disallow hire as i dont have the funds todo so (sandbox=0?)) Still should not nullref and "gameover" in sandbox Whats seems strange (and denies the upper) is that once I hired the first Kerbal for "0" I can go back to the spaceCenter, increase the price, and hire another Kerbal just fine for 4000 (still in sandbox) I guess Funding.Instance.Funds "first charge for 4000" NullRefs, but Funds -= 0; then actually works, and i can hire another one just fine for Funding.Instance.Funds(0) -= 4000 //.24.2 64Bit with gazillions of mods
  12. Now that UniversalStorage has full KAS support for these "wedges" the Dmagic parts are missing the "beeing grab-able to attach them to the Hexa/Octo-Booms again" Until its updated, add TABMM_DMagic-OS_Universal-Storage_KAS.cfg into your GameData to add this functionality. (DMagic 0.8.5, UniversalStorage 0.8.2, KAS 0.4.8, ModuleManager) @Dmagic feel free to include this file in your official package (as its copypasta of 3 lines )
  13. ScanSat-integration is working great for me =) just please disable the tooltip on F2 (hideUI event stuff) and I would really like to use it from the TrackingStation as well But i have HUGE framedrops and freezes for tooltips on a distant body on the mapview while beeing in kerbin orbit with my ship (so Kerbin vessel, view on Mun) (same with scansat on/off) while tooltips on Kerbin are fine. When I put the vessel into Mun SOI the Mun tooltips are fine, but the ones for Kerbin lag my Game. Seeing the logs its the ORS request that takes a moment here... Only the actuall tooltip lags it, maybe disable these for distant bodys? //(have an option to turn them on/off/showAllRessources?) // 24.2 32bit running all from ssd with tons of mem Oh, and the "duplication" thing is totally gone, great!
  14. I do, just downloaded it 5 minutes before my post =) Actually its seems to only show up when starting a new game, when i load the save now it starts disabled and i can correctly turn it on and off =) //edit - its also not happy with "revert to launchpad" Would be neat to have a configfile/button to turn default on/off, and some visual feedback what ressource is active (im sure the buttons have a "active" state you can lock them too) =) But what am I saying, spaming on UI in Add-on Development ;D Not sure on this... but i think I mostly look for like 2, maximum 3 at the same spot, that should kinda work - while sure no point in activating like 6 layers^^
  15. Hi there, cool stuff! When we can get "mouse over tooltips" like on the Kathene overlay one day it will be golden! Also showing multipleRessources with diffrent colors at the same time would be great, I miss that in all others (ScanSAT/ORS-Bubbels) KSP 24.2 32Bit Windows + ActiveTextureManagement-Basic, KarboniteStuff, ScanSat, RemoteTech2, TACLS - nothing showing up in the logs that would indicate any errors =) Until then, i noticed the following: - I have one "always on" layer for (Karbonite it seems) on every body (mapView and TrackingStation) using the on/off controlls in the menu adds another layer. The newly spawned one reacts to the controls just fine, but the initial one stays on all time showing Karbonite or a mix of all... (Screenshot from "off" state, compare with "on") - I can add the button to toolbar on the TrackingStation view, but it wont show up (ether "not offer" the button in this scene, or better, make it work ) - FlightScene works just fine! - There is a quite noticeable GAP on the 12oclock of each body, dont know if thats your display or the actuall ressource mapping beeing yerky Also, not sure if your stuff could cause that (as i run a bunch of mods, including ImprovedChaseCamera, NavHud, EVE and stuffs that yerks with the camera from the "KSPStockTweaks" Pack) - Jumping to a rocket on the pad zooms me WAAAAY out (Kerbin gets down to a single pixel), once I zoom in and try zooming out again I hit the normal "limit" at some point and its all fine anyone alse getting this? I belive its the FlightDefFreeCam actually "doing" it, but its not happening without MapResourceOverlay