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Everything posted by WaveFunctionP
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Oh, and the telescope experiment is utterly broken and I haven't the foggiest idea how to fix it. Helium depletion doesn't appear to working, but mostly, the vessel just explodes at random (probably a ksp issue). And science always returns 1. I have fixes for the other science generating modules. I am fairly confident that I am an idiot though, which would explain my inability to fix the telescope.
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The code issues are: 1. requestresource was changed, which is easy to fix. 2. the old science only career is now science_sandbox. Anything that was checking for career will need to check for science mode as well. 3: treeloader is not updated. it does not support science mode. And the license does not allow modification. Opensource replacements are in the works, but not complete yet. KSPI Lite: So many changes its hard to know where to start. It is basically an attempt to polish the kspi experience with a focus on clarity and usability. Most of the stat inflation has been muted for a more stocklike experience. Parts are parts mostly. No hidden upgrades. Most stat changing modes were removed to clarify progression. The focus was maintaining each part with a useful niche even after you've progressed up the tree. Resource compatibility was improved to play nicer with other mods. (A general trend. CommunityResourcePack was the main thrust of that.) More module functionality was exposed for part file configuration. This was mostly as a result of tweakscale integration. Radiators now glow red hot proportional to wasteheat. I know temperature is a more correct, but I wanted a visual indicator for waste heat besides a resource bar. The future plans were to expose more functionality to the part files to allow additional advanced configurations to like upgrades and modes. Comprehensive part configuration is also needed to make the mode compatible with the many various universe resize packs. I also was working on removing treeloader dependance, and making upgrades tech tree/node agnostic to allow players more customization of their tech tree. And a sort of resource progression was intended, as well as more final, balanced costs for resources. I should note that I received a lot of good feedback on these changes, particularly the usability stuff. The negative feedback I received was mostly players complaining that they missed the advanced features like extra modes and upgrades and then there were those that I will kindly say probably enjoyed overpowered parts and "realism". (Views which I understand, but I had to release at some point.) I had plans to address both of those complaints with the next version with part file configurations. There is already a "classic kspi" configuration available. The guiding idea I was working with was that kspilite was balanced for stock ksp, and you could download module manager configs to suit your tastes or the universe you were playing in. I also commissioned a new part, which roverdude kindly provided: http://forum.kerbalspaceprogram.com/threads/93308-KSPI-Lite-needs-a-model-for-it-s-impact-experiment Intended to give the impact experiment it's own part so that it doesn't have to override the stock experiment and confuse players. There were many smaller bug fixes to kspi and ors. You can review my pull request history in my repo for most of them. I would be happy to help you whatever way I can. It's great to have you back. I had like a billion questions about the code while developing kspilite. For those wondering about kspilite, there will only ever be one version of kspi. I intend to align kspilite to meet with fractals versions whenever there is a conflict. I expect that it will eventually be depreciated back to my old hobby version that I use personally, but still available publicly like my experimental version was for the last year. I will probably support .25, so that people that started saves don't have to delete their saves, but that will likely be the end of that little experiment. I had fun, I hope you guys did as well.
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Turbojets do not require precoolers any more than other engines. The pre-cooler basically counts the number intakes that are cooled or not and spits out a ratio. It did more complicated searching for connected parts before, but when the intake was added to the part, it basically broke it. So I told to look for any intake. This means that the precooler part is like a free intake as far as the heating is concerned with no restrictions on placement.
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Why does it need two color definitions? The naming convention hasn't ever been broken as far as I am aware. I am curious as to where you've run into someone using something different. I did release a 1.1 to fix for .24.1 and forgot to bump the version, but other than that I have been updating the name and version. To be clear, if these questions have obvious answers, just assume that I am an idiot, because, well, I am.
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I intend to add more support for fuel mods should the player wish for more customization. I'll let the fuel experts handle the fuels. Resource experts handle resources. Life support...yadayada. At some point, the addon needs to be about a thing and then do that thing well. Identifying what that is for kspi is ambiguous a best. I've taken with the idea that is an introduction into more advanced logistics and mechanics, with the theme of advanced, unproven technology.
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[0.24.2] Classic Pack for KSP Interstellar Lite
WaveFunctionP replied to undercoveryankee's topic in KSP1 Mod Releases
This may be a conflict of ors versions. We are working to resolve the issue of ors version conflicts. -
[0.24.2] Classic Pack for KSP Interstellar Lite
WaveFunctionP replied to undercoveryankee's topic in KSP1 Mod Releases
I also wanted to say that I am glad to see this kind of modification. I will be adding more support in the future as I run through more modules and expose more functionality to the part files. I know it is not great right now for fans of the original kspi, but it will get better. I promise. If I do my job right, there will be as many versions of kspil configs as there ksp universe mods. -
[0.24.2] Classic Pack for KSP Interstellar Lite
WaveFunctionP replied to undercoveryankee's topic in KSP1 Mod Releases
Well the problem with using it is that it hides the real issue, which is that a module is not working. -
Currently the kspi impact experiment will override the stock sensor, but I'd like to have a separate model for the kspi specific experiment so that it is not be confusing to players and I'd rather not reuse a model. I have some ideas about what I'd like to see if anyone is interested. Something along these lines. Very stockalike, very 60s, very kerbal. The detail doesn't need to be great. The wires, doodads and whatnots on the side aren't really important as much. It is going to be a smallish, surface attach part. About the size of a goo experiment. The big features I would like to see are the rotating tape and wiggling arm which will animate when the sensor is active. As far as licensing, I would require that the modeling files be public with the rest of the kspi lite code on the repository and that the files be licensed cc by sa. This is to allow appropriate modifications to be made long after I and the modeler are gone. For anyone who is interested, please contact me in this thread or by PM.
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I am going to take a wild guess that you are editing the part with an MM config? You may need to do some :before :after stuff or manually set the value scaling with tweak scale to specific values. Or you've installed the full version of tweakscale and because the current version still includes scales for interstellar, you are getting weirdness.