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UnanimousCoward

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Everything posted by UnanimousCoward

  1. You can do it with an MM patch, at least. This is one I've had kicking around for ages. I hope the code is still valid. @PART[*]:HAS[@MODULE[ExWorkshop]] { @MODULE[ExWorkshop] { @ProductivityFactor *= 0.01 } } This will slow it down to 1% of the usual speed; adjust the value "0.01" as appropriate.
  2. Hey, your recompiled shader seems to work great for me, too. Good effort!
  3. Yes, I did. I noticed it in a heavily modded game. Then I tried recreating it in just stock KSP. No issue. Then I added mods a few at a time until the effect occurred, and was able to pin it down to this one. I removed all the other mods, and the problem persists. Also, if I remove this mod from my other, modded game, the problem is gone. Edit: The issue only seems to manifest itself when the sun is shining directly on the part and reflecting off it.
  4. I'm almost certain you get that "Crew Hatch" tooltip message from the wrong side of the pod even in stock KSP. I was having what sounds like an identical issue. In my case, I narrowed it down to JSI Advanced Transparent Pods, but you say you don't have that installed? (It's in a nested folder, in case you weren't aware, under "JSI".)
  5. Hi Thanks for this great mod. I use almost all your mods. I've got a little bug to report about this one, though, which I haven't seen mentioned in the thread. (Apologies if it's a known issue.) From certain angles, this mod seems to make parts slightly transparent. It took me a while to narrow it down, but I've been able to reproduce it with only your mod. This is KSP 1.4.1 (with the DLC), Windows 64-bit, running under DirectX 9, with only JSI Advanced Transparent Pods V0.1.16.0 and Module Manger 3.0.6 installed. No other mods at all. Here's a video to help illustrate the problem: You can see the horizon and the planet through the pod from certain angles. At about 12 seconds in, you can see that this issue also affects the highlights on the RCS thrusters. Output log is here if it's any use. (Also, your instructions for getting support are a little out of date: the link to the mod page with instructions about it is broken, and on my Windows install at least, output_log.txt now resides in C:\Users\[username]\AppData\LocalLow\Squad\Kerbal Space Program\.)
  6. Version 0.2.5.2 - same version it's been for about a year and a half.
  7. I don't get those entries in my log. Perhaps they're caused by another mod?
  8. I'm going to assume it was not your intention, but your post comes across as entitled and demanding, I'm afraid. Modders are under no obligation to update their mods. They create and maintain them for free. Perhaps real life got in the way, or perhaps the creator of this mod simply got bored with KSP and moved on to other things, as they're perfectly free to do. As others have reported in previous recent posts, this mod appears to continue to work just fine in KSP 1.4.1, so there's no real need to update it at all.
  9. First, thanks for this wonderful mod. I really like the concept. The latest version throws an exception. Seems to be relatively harmless, but I thought I'd mention it anyway: NullReferenceException: Object reference not set to an instance of an object at SEPScience.SEP_UI.Windows.SEP_AppLauncher.OnDestroy () [0x00000] in <filename unknown>:0 Tested in Windows 64-bit version of KSP 1.4.1 with only SEP 2.6, KIS 1.10, KAS 0.6.4 and Module Manager 3.06 installed. Full output log is available here. Edit: I posted the wrong output log file. Now I can't recreate the issue. How peculiar. -- Edit 2: I managed to recreate the issue. Output log is here. My guess is that it occurs when reverting a flight, but I'm not sure.
  10. As far as I'm aware, as long as the licence allows it, you can post your own version here, either linking to your fork or in its own release thread. Science Alert is released under the GPL licence, so as long as your version sticks to that licence, credits the original author(s), and provides at least a link to the source code, I think it should be fine. However, I'm no expert and this particular case doesn't seem to be covered in the "Add-on posting rules". Maybe @Snark or another mod would be able to clarify? Edit: I compiled your version of this great mod and it works great, so I'm definitely in favour of making it more widely available.
  11. Just popping in to report that, from a very quick test, Crew R&R 1.1.6 appears to work just fine in KSP 1.4.1.
  12. It also appears to be true for Community Tech Tree and Strategia, to offer two more examples.
  13. Two points: 1. You shouldn't come on to threads asking for mods to be updated - it's considered poor etiquette, and you'll likely be ignored or shot down (often less politely than this). 2. Before asking, you could try it yourself to see if it works or not. I just did a very quick test, and it seems to work just fine in 1.4.1, at least for the stock Kerbal 1 rocket.
  14. Personally, I much preferred the old effects. If you have some way to improve on the new effects, I'm all for it. There are people who prefer the new effects? Really? Well, I suppose there's always some contrarians...
  15. It's an "easy find and replace" when you know what to look for... I wanted it to pop up the button if I had collected less than 90% of the available science. I wasn't sure what to replace "Filter = Unresearched" with in profiles.cfg. (I'm still not, having deleted my earlier copy of ScienceAlert.) So I made the changes in the GUI. Plus, you have to make the change to every type of science experiment, and I'm fairly sure that ScienceAlert populates the list of experiments on startup. So you'd have to run the game at least once to fill the profile with the right experiments, and change at least one experiment through the in-game GUI to figure out what to put in the "Filter" line for each experiment. Once you've done that, yes, a simple find/replace would work. (And in fact that's what I plan to do this time, only without all the batch file shenanigans.)
  16. No, I couldn't get it to overwrite the default profile properly, so I saved the profile under a different name using the ScienceAlert GUI. ScienceAlert saves all the profiles in profiles.cfg. I quit out of the game, then manually replaced the contents of the "default" profile part of profiles.cfg with the content of the profile that I saved. Laborious perhaps, and there may be a smarter way of doing it, but it works for me and saves me having to tell it to load a different profile every time I play.
  17. Praise be to jefftimlin over on Github for the fix. (Now, if somebody could just get this mod to respect the limitations imposed by non-upgraded facilities, it would be perfect.) I had the same issue myself where saving the default profile didn't work. The only solution I found was to save my changes into a new profile and manually replace the default profile after exiting the game.
  18. Why don't you try it and let us know? Not being sarcastic - I'm genuinely interested.
  19. I've found that if the .version file contains a "URL": section, you may need to delete that as well to make it work. (For example, PlanetShine.)
  20. Just popping in to say that this (very handy little) mod works in 1.4.1 after a simple recompile against the latest version. Maybe someone wants to step in and maintain it? (My version's for my own use; I won't be distributing it. But this was the first time I ever tried compiling a KSP mod, and if I can do it, I think most people should be capable...)
  21. I was perplexed too. Finally tracked it down. On Windows, it's in "C:\Users\[username]\AppData\LocalLow\Squad\Kerbal Space Program\". (FYI if needed: If you have Windows installed on a drive other than C:\, then obviously check that drive instead. "AppData" is a hidden folder, so you may need to set Windows to show hidden folders.)
  22. Oh I'm not at all pushing you to update this. I'm just happy to find that it still works. Although, if you do ever get round to updating it, perhaps you could consider renaming one of the wheels. It's a (very) minor niggle, but both roverWheelM05 and roverWheelM06 have the name "KerbinRover Offroad Defender Wheel". This means if I'm doing a "test KerbinRover Offroad Defender Wheel" contract, I would need to put both types of wheel on to be sure I can complete the contract. Currently I rename one of the wheels with an MM patch, and I'm quite happy to continue doing so.
  23. Sorry for the thread necro, but just wanted to say this appears to work OK as-is in 1.4.1, except that the ability to change the paint job is missing. This mod's such a boon for early-game science collection round KSP for Field Research contracts.
  24. I would expect the problem is with a false positive from Windows Defender, not the mod.
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