Jump to content

iPeer

Members
  • Posts

    65
  • Joined

  • Last visited

Everything posted by iPeer

  1. Hello! The answer has already been given here as to what the license allows, so I won't cover that. Apologies for not seeing your messages. I don't check back on the forums very often after I stopped developing my mods and I don't check pastebin at all. If you want to contact me over anything, your best bet would be Twitter. I check that at least once daily. (cc @Sigma88) When you get your version up and running let me know and I'll put links to it in the original thread.
  2. You need to create an action in AGOS that is either configured to fire at the stage you want, or link an action to a part that is in the stage you want, select the action group(s) you want to fire and bam, you're done.
  3. Updated to 3.0.2 06/05/16, v3.0.2: * Fixed more issues relating to NREs when AGOS has no settings file.
  4. A patch has been deployed that should hopefully fix this issue. If it doesn't, let me know.
  5. Updated to 3.0.1: 28/04/16, v3.0.1: * Fixed an issue where AGOS would spam NREs at the KSP menu screen if no settings file was present. * Fixed an issue where AGOS would not correctly create a settings file on new or clean installs.
  6. I'm looking in to this issue right now.
  7. You guys got a message (or messages) that this produces? I'm seeing no more log output than normal here. Edit: Just checked the question thread. Looking into it. This is normal if it's your first time using the mod or first time running after a clean install. The settings.cfg should be created when you first enter the space centre scene.
  8. It's up on CKAN now, but CKAN isn't known for updating in a timely manner
  9. Apologies for the really late reply (I'm not getting notifications for replies). Just checked, and yes, the last 1.0.5 build of AGOS does indeed show the debug menu on startup. Apparently, when I released the update way back in November, I accidentally used the debug build (fun fact: you're the first to report this in 6 months). As this is not intentional behaviour (for the public release, at least), there's no way to change this except compiling the source yourself, however the update for 1.1 will not have this issue.
  10. Updated to 1.0.1; no code changes, just recompiled against KSP 1.0.5.
  11. Updated to 2.0.12, adding some stuff and compatibility with 1.0.5! * Recompiled against KSP 1.0.5. * Users can now pick parts to link group configurations to from within AGOS' GUI. * Added a new group config: SAS mode change - change the autopilot's mode when staging! * Time-delayed actions groups are now saved along-side the vessel so they can be resumed should the player leave flight whilst they're counting down. * Maximum delay for time-delayed groups has been upped to 60 seconds by default on new installs. Existing installs will need to edit their config! * [#27] Fixed an issue causing AGOS' Engineer's Report concerns from being registered every time the player entered an editor. * [#29] Fixed an issue causing configurations creating in the flight scene not being restored to their vessel correctly when undocking. * [#32] Fixed the button texture becoming white when overlaying the confetti texture for special occasions.
  12. This stuff can be done, yes. Not sure when it'll be ready, but I'll get it in there when I can!
  13. Updated to 1.2: Added an option to delay removal of launch clamps (default: OFF). Delay can range from 1 second to 2 minutes (default: 10s). Added an options GUI to help configuration. Added an option to have clamps explode instead of being deleted (default: OFF). [#3] Vessels will no longer vaporise when EVAing Kerbals while in a PRELAUNCH state. ClampsBeGone will no longer run while the player is using non-physical timewarp. - - - Updated - - - It is intentional behaviour. This is due to how the game works, not the mod. CBG registers for notifications of when the flight situation changes. Evidently, the game is very indecisive about what situation your vessel is in, especially while timewarping (hence a change in the latest version). The mass changing of flight situations actually creates very little overhead as if there's no clamps to remove, the code just stops after logging that message. Clamps are only "detected" during the OnFlightReady event, which only fires when a vessel is initially switched to or launched from an editor.
  14. Where are you looking for the option to change it? To change a planted flags flag you'll need to click the toolbar button (which will have the image of the flag's current flag)
  15. Delay is something that is actively being worked on. We have a rudimentary system in place, but it's pretty buggy right now. Once the bugs have (hopefully) been fixed, you guys will see it in an update Also, sorry for the slow reply, seems the forum has been forgetting to notify me of new posts lately.
  16. Updated to 1.1.2! [#2] Fixed an issue that caused FASA's umbilical towers to nullref when being refunded in career saves. - - - Updated - - - I believe 1.1.2 will fix your issue. Those clamps, no matter how many you have in symmetry, only seem to count as one part to the game for some reason. So unfortunately, the refund you get will only apply for one of the towers, at least they're pretty cheap!
  17. Is this a particular clamp, or just any of the FASA ones? Edit: Looks like you were using the 1.25m redstone clamp (thanks for the info, remote tech!) Edit-edit: Issue reproduced. Edit-edit-edit: Seems to be an issue caused by a vessel parameter (Vessel.protoVessel) being null while trying to refund the player in career mode. Edit-edit-edit-edit (phew!): Fixed & pushed!
  18. Got a log file for the disengaging issue? I'm not seeing the problem locally.
  19. Updated to 1.1.1, fixing a pretty bad bug. [#1] Fixed an issue where certain mod clamps were being removed before a vessel was launched, causing the game to nullref, catastrophically in some cases.
  20. Seeing as so many people are requesting a delay feature of sorts, I will look in to it and see what I can do.
  21. I've updated ClampsBeGone to vesion 1.1 based on some user feedback (thanks!): * Added KSP-AVC support * No longer requires launch clamps to be single-part vessels. * Will refund the cost of clamps (and any part(s) attached to them) in Career saves. * Support for non-stock LaunchClamp modules ClampsBeGone can now work with modded modules. By default it only supports Extraplanetary Launchpads (EPL), however, other modules may be added. See here for instructions on how to do that. If you find another module out that that isn't stock, I'd really appreciate it if you also let me know about it so I can add it to the default list within the mod. For clarification, this only applies to mods that implement their own modules on launch clamps (such as EPL) and do not make use of the stock "LaunchClamp" module the game provides. There are likely only a few mods out there that do this and ClampsBeGone should support most non-stock launch clamps right out of the box.
×
×
  • Create New...