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Everything posted by micha

  1. Thanks for posting the solution as well. Sorry for not replying but I'm not able to test right now to see what it could have been.
  2. Awesome, thank you! I'll have a quick play with it "soon" and see if it all works as expected, but, unlike a lot of stuff here, CLS isn't exactly rocket science It's more a case of what the mod authors consider apppropriate for their parts which is why I would prefer the mod authors to provide CLS patches. Otherwise it's my (or users') best guesses.
  3. I'm afraid I don't know ShadowWorks or Tantares or what they are/do (and don't have the time to chase them down either), but if those mods recently had a major update I'd check to see whether the mod changed its support for CLS. It's pretty easy to write a MM patch to put CLS support back in if they removed it . If necessary I can help you if you give me direct links to the mod(s) and part(s) in question. EDIT: In particular it seems Tantares recently wiped their entire repository and started from scratch 2 weeks ago. I found some note in thier dev thread saying that CLS is supported out
  4. The error message is pretty straightforward - either the destination is full (you say it's not, so I believe you), or the parts are not internally reachable according to CLS rules (quite likely). You have to make sure that all parts (and specifically the nodes which connect the parts) between the source and destination parts at the very least allow Kerbals to "pass" through them. I see that the Eridani port is a size0.5 node - that is generally considered to be too small for Kerbals. You can override it using a ModuleManager patch (it's considered bad practise to edit the part config
  5. Sorry I'm not sure what you mean. Could you possibly mock up some images to illustrate what you want?
  6. Welcome to the madhouse! Actually, this is a pretty chill online community on the whole - better by far than most! Enjoy!
  7. Dang but that is an awesome changelist! Well done guys!
  8. 1.8 moved to a new version of Unity (2019.2.2.f1) and thus DotNet (4.x up from 3.5) which may have helped.
  9. You're talking IRL. I believe most other people here are talking KSP (where a Pod is a single item, not a collection of (redundant) subsystems). Of course, I reserve the right to be utterly wrong on this The OP was (I believe) saying that it doesn't make sense that a fully assembled Pod consisting of chassis plus all integrated subsystems and components costs the same as a parachute system. And I'd go out on a limb here and say the same is true IRL; that is, that a fully assembled command capsule (eg, Dragon) costs WAY more than the parachute subsystem integrated into it (IRL, the parachut
  10. Methinks there might be miscommunication. "Pod" != hull. "Pod" == hull + avionics + lights + life support + ....... Just like "parachute" != "canopy" but "parachute" == canopy + rigging + deployment mechanism + ....
  11. Umm... hardly. What primarily chews up memory is that the way KSP was written, ALL assets are loaded at the start and held in memory at all times. That's sounds, textures, models, etc etc. Most other games load levels or assets "on demand" which does slow them down a bit at times, but reduces their memory footprint significantly. Code itself is generally small. Maths functions in particular don't allocate memory so they barely impact RAM. There are lots of management and informational functions which DO use up lots of RAM though because they are constantly allocating memory. Poorly writt
  12. Well, they've only got a couple of body retextures left to do which will complete the promised stock texture revamp. Who knows what other feature additions they have planned though (there's a couple I can think of which the community has been somewhat loud about..). So maybe after that things will calm down a bit for a pure stability release?
  13. v2.0.0.6 is released for KSP1.11. Fixes a few issues and adds more part configurations. Please see the Changelog. Notably the StockFreedomAddon configuration is now enabled by default to have less restrictions. Also the "Enable Optional Passable Parts" option now takes effect immediately making it easier to tweak a parts' passability on the fly.
  14. I've not been able to repro. Can you please send me a save-game and detailed instructions to repro? I enabled "Enable Optional Passable Parts" then made a part surface-attachable passable and added a couple of Radial Attachment Points and some more pods to those. Single CLS. I then removed one from symmetry, the craft remained as a single CLS. I then re-rooted the craft and again, the craft remained as a single CLS.
  15. Release 1.3.6 is out. I've added some inventory to the pod and made most parts able to be cargo in-line with similar stock parts. I'm open to any balancing suggestions though.
  16. Is there a reason that parts have a stack limit? Seems that volume/mass restrictions of the container would have covered it along with a "canStack" flag if a part should not be stackable for some reason. Alternatively could we add a "0" or "-1" value to indicate that a part can be stacked infinitely (assuming volume/mass limits are maintained)? Also it would have been great if the game could calculate a parts' volume (if not explicitly provided) based on its dragcube thus automatically making all parts up to a certain size storable in inventories. It's a lot of work for modders to e
  17. Thanks, especially for showing that the hatch EVA button still works. I'll take a look. https://github.com/mwerle/ShipManifest/issues/7 EDIT: Figured out a fix; will come Soon (tm).
  18. Nothing at all? If the part which the crew member is in has a hatch then the Kerbal should go on EVA. If it has no hatch, then an error message should show up. It works for me so if the error persists, can you please share the log file and/or your save file so I can check?
  19. Release 2.0.0 is out! This release breaks compatibility with KSP versions prior to v1.3 due to the addition of localisation. More languages welcome! It also adds support for KSP1.11's inventory and EVA construction modes - you can now bring a KDex on a maintenance mission and have an Engineer attach it to an existing craft. Enjoy and please let me know if there are any issues.
  20. Donations to allow me to quit my full time job and work on this instead? FIrst of all (I haven't had a chance to test yet) it is highly likely that this mod continues to work just fine in 1.11 - have you tried it? If so, it would be valuable for me and the rest of the community to post your test results here along with any issues. Secondly when I do get around to verifying/updating it, I will post here. Sorry, but modding KSP is a volunteer project for most, if not all, modders, with at best the occasional beer token. Asking for updates shortly after a KSP update drops is consi
  21. Working as intended. If you don't like it, uninstall KSP-AVC. Awesome update! Looking forward to getting some time to playing around with it. Might even be able to finally remove KIS-dependency from NEOS now! (Love KIS, just dislike dependencies..)
  22. Hi @santiagokof I had a quick look and it's not difficult to add resizing the windows, but it will take some time. Certainly something I'll look at for the next release. In the meantime I've just released a small update to finally release @Grassland's chinese translation - thank you so much and sorry for the long delay!
  23. I tried hard to make it easy to adapt to any developer environment.. let me know if you have any questions. All you should have to do is to set the KSPDIR variable in the ShipManifest.User.props file.
  24. Hi Tokamak, Could you detail exactly how you try to move the kerbal as well as what settings you have in SM? Do you have ConnectedLivingSpace installed as well? Any other mods? A log file would be really useful... and ideally a savegame (with no required mods) which can repro the issue. Just had a quick play and I can't repro.. @Papa_Joe Hello and greetings Long time no see, I hope you're keeping well! Did you manage to get things compiled and running?
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