Jump to content

JPLRepo

KSP Team
  • Posts

    3,141
  • Joined

  • Last visited

Everything posted by JPLRepo

  1. Yeah I think people are confusing existing anomolies in the game vs the new surface features that are part of Breaking Ground Expansion.
  2. They are specific to planets and specific biomes on said planets. and they are random with each save game.
  3. Yes there’s a science cap on the deployed science experiments, as there is on all experiments.
  4. you seem to have mixed the two things together whereby one implies you can't do the other... But anyway, you can by setting robotic parts to have no motor.
  5. Proximity does matter. You can have multiple on a CB, but the mechanic is that it will provide diminishing science returns the more you have on the CB.
  6. EVA portraits can be turned off in a game setting.
  7. Yes they can. It will be placed inside any available cargo slot on the ship. the Kerbal mass and what they are carrying mass is added to the ship. (Kerbal mass in ships was fixed a few releases ago)
  8. I can safely answer the mass questions, the rest you will have to wait and see. 1. Yes. 2. They have different mass. 5. What they are carrying affects their mass.
  9. what you marked as seismometer is not a seismometer. and what you marked as a central station is not a central station.
  10. Yes the new surface features have colliders. The current scatter terrain is unchanged. You have to wait and see on the third question what the future brings. It does not use the existing scatter system. It's a whole new system. They have collisions, but are not added to existing saves because of that (new saves). Autostruts are dealt with, you have no reason to fear.
  11. Indeed. However, Modules and sections of the code that are DLC specific will not function without the DLC installed. The same as Making History code.
  12. You are running KSP 1.7.0. What does the Title of this thread and the OP say? You say it was occurring on 1.6? as well? Seeing a lot of these in the log. ResearchBodies-PCBMWrapper,Arrggg: Exception has been thrown by the target of an invocation. When I get to update this to KSP 1.7.x will take a look.
  13. V7.6 published for KSP 1.7.x Fixes problem with chemcam and telescope UI due to KSP changes. Fixes shadow issues when viewing celestial bodies on the other side of the sun. see links in OP for download.
  14. Very Nice find. Thanks for pointing that out.. I can't believe in all these years i've been doing this mod.. that was never noticed by anyone.. that I can recall. I'm working on a fix... which I think I've got 95% done. So I'll release that fix along with an update for 1.7 in the next week. Edit: there’s also a problem with this mod in 1.7 which means the UI window for the telescope and chemical are broken. So I’ll try to get the update out as soon as I can in the next few days.
  15. Even I - as the author of the mod. Can't remember why I did that now to be honest... it was that long ago. Anyway - if you don't have the autothaw option on. You can still thaw them from the DeepFreeze Menu at the KSC.
  16. PartTools has been updated to align with KSP 1.7.0. Link in the opening post above. This includes the new part shader. NB: PartTools still requires Unity 2017.1.3p1.
  17. copy the files for the parts you want from zDeprecated back into \Gamedata\Squad\parts folder.
  18. Indeed everything was behaving as intended. Except for Unity. Which was misbehaving. I had not lost sight of the reported bug at any stage. But it just had to be prioritized against everything else. But in the end, we managed to track down where the problem was actually occurring - and was indeed Unity misbehaving and going back to the last Unity upgrade we did. The end result is a work around was found and the part is now more usable.
  19. You have to take that to the RO/RF threads. This mod itself contains contain or support those mods directly. Rather real fuels and RO contain patch files to modify TAC/LS to support them.
×
×
  • Create New...