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KSP Team
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Everything posted by JPLRepo

  1. There is things I can't talk about obviously. All I'm saying is, as per the opening post : It seems like this was a bigger issue for a lot more players, so I didn't want everyone to wait until the next minor patch, whenever that may be. Hence the mod patch for now. Obviously when an official patch is done, we won't need the mod patch any more. I'm currently looking into what I can do about the robotic drift for Breaking Ground DLC owners as well in the way of a mod patch until the next official patch is done, for the same reasons. I'm doing this in my own time as a modder and I expect nothing in return, just that everyone abides by the rules and shows everyone else common courtesy. I just care about this community and KSP.
  2. I'm not going to go into the debate. But licenses aside, there's a thing called common courtesy and another thing called modder collaboration. But silly me for assuming people would have these.. so any future mods I do will be All Rights Reserved to avoid any confusion. I created this to help the community because I saw this as a big problem for a lot of players and didn't want them to have to wait until the next KSP patch. At the first sign of a problem with support where someone has come to me because of this other mod I will immediately drop all support for this mod. This mod will only live until the next official KSP patch anyway. I have raised concerns about the patching DLL that is being used by @Gotmachine to patch the KSP dll. It may actually violate the KSP EULA, but that is one for the legal department to follow up. I've updated the mod to run it's MM update in FINAL pass to avoid conflicts with other mods.
  3. Wait so you took my code which is MIT I admit and put it into your own distribution?
  4. You can wait for the next patch if you like. I thought maybe people wouldn’t like to wait as I saw a lot of people saying it was game breaking for them.
  5. Depends on what module the mod uses. If it uses the stock module then yes. If it uses its own module then no. as for making it stock, you did read the opening post of this thread yeah? I will take a look tomorrow at what I can do about the robotic drift. But that’s a different problem with bigger issues you have to deal with than the docking ports. But will see what I can do.
  6. Here is a mod I've created that will fix the stock docking port drift. NOTE: This fix ONLY works for docking ports that are LOCKED or Undocked! It will not fix docking ports that are unlocked and docked!!! So the bottom line is leave your docking ports LOCKED unless you are actively rotating them. Thanks @Anth12 for helping me test it.
  7. Fix Stock Docking Nodes is a mod that fixes the drift that occurs in stock docking nodes with KSP 1.12.2. It should work with ONLY version of KSP 1.12.2. NOTE: This fix ONLY works for docking ports that are LOCKED or Undocked! It will not fix docking ports that are unlocked and docked!!! So the bottom line is leave your docking ports LOCKED unless you are actively rotating them. This mod replaces the stock Docking Node module with a fixed version of the Module. This mod requires Module Manager. License: All Software and code : MIT (Won't be making that mistake ever again!) Install Instructions: Dependency: You must have installed (included in this package). Module Manager Un-zip the download into your GameData folder. Download from SpaceDock, or GitHub SpaceDock runs and makes mods available to you based purely on donation. If you don't want to pledge to me at least Consider pledging to keep SpaceDock going if you use it. - Please NOTE the License requirements listed above. Support: Known Issues: Will probably not be compatible or break other mods that use the stock ModuleDockingNode part module. I am more than willing to help anyone who asks for support, But Please in order for me to help you, you need to help me too. So Please make sure that if you are coming to this thread for support that: A) you have logs as per below. B) You are using this mod and not another mod that copied the code from this mod. Be a COOL PERSON and help me by raising bugs and feature requests on GitHub here. For support please ensure you are following these instructions. From now on I will NOT respond to requests for support if you have not at least attempted to follow these simple steps. NO LOGs = NO SUPPORT. When I ask for a LOG I mean this LOG: The Logs These are text files that the game spits out for debugging purposes as it runs; if something broke horribly in-game, there will be something in here about it. You should upload the entire log as a file (i.e. not to pastebin); you can use dropbox or an equivalent host to upload the file. Make sure the entire file gets uploaded; you may have to zip it first, as logs can be very long. Here is where you can find the log: KSP versions 1.4.0 and above: Windows: C:\Users\<username>\AppData\LocalLow\Squad\Kerbal Space Program\output_log.txt - This folder is usually hidden so you should enable the view hidden folders option (more information). Mac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log Aka Files>~/Library/Logs/Unity/Player.log Linux: The log is written to ~/.config/unity3d/Squad/Kerbal Space Program/Player.log Whilst I agree CKAN is a great mod for those that can't use Zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Change Log: Source code is here Author: @JPLRepo - All codes changes, packaging, support, English Translation. Big thanks to @Anth12for testing this mod for me.
  8. I'm working on a mod to fix the docking port issue. Which works. So stay tuned will release it soon as I complete testing.
  9. Now that 1.12.2 has been released I promise I will find the time soon-ishTM to update this mod and fix some of the bugs.
  10. That contract is not one from this mod. So can't advise you there. No Logs. No support. Not that I'm aware of. But will check it out for the 1.12.x update of this mod.
  11. pretty sure answered this plenty of times before but anyway. Edit your persistent.sfs save file. look for this: SCENARIO { name = ResearchBodies scene = 5, 6, 7, 8 lastTimeCheckedSOIs = 149.18000000000251 RBGameSettings { BODY { body = Sun isResearched = True researchState = 100 ignore = True ContractsWeight = 30 } there is a BODY section for each celestial body. change isResearched to isResearched = False and researchState = 0 to reset them back to unknown/undiscovered.
  12. This is the maximum amount of time that TAC LS will consume resources in a single update cycle of the game. This is particularly of interest when you are not using background resources setting and so the consumption of resources is stacked up the entire time you have switched away from a vessel and then consumed once you eventually switch back to it. and yes.. that time is in seconds.
  13. Will look into this. In the meantime you can turn off the setting to integrate the pod with the temperature in the difficulty settings. No logs = No support, sorry.
  14. We ask if you could raise a bug report on the tracker with your issues. Provide as much info as you can, such as what landing legs? on what celestial body? You're not using any mods? Attaching craft files and save files will also assist in speeding up the bug triage process much more than bug reports with just words or attached videos. https://bugs.kerbalspaceprogram.com The same goes for reporting any bugs. It has a much better chance of being triaged and fixed if it's raised on the bug tracker. And I'm not saying it will get fixed, just that posting it in a forum post saying, such and such is not working has to then:- a) be noticed by a staff member. If ever. b) be then reproduced by a QA staff member if possible with the little info we can gather. This can take some time. before it even gets into the usual triage and possible bug fix list.
  15. We know about the MK1-3 command pods flag and the issue with the linux scrollwheel.
  16. If you can raise a bug on the bug tracker with details about how to reproduce the bug you are referring to along with copies of your logs then we can get our QA team to look into it. https://bugs.kerbalspaceprogram.com/ Without that information we are flying blind and have to spend hours trying to replicate your problem. The more information you can provide the better.
  17. Download 1.12.1 patch will fix this issue and you can turn that game setting to clear up debris around the KSC back on.
  18. This bug was fixed by the 1.12.1 patch. Download it and you should be fine.
  19. As for all the comments about autostruts across docked docking ports. We've noticed it and taken action. Look out for more patches coming soon. TM
  20. This looks like the issue that was just patched by 1.12.1. looking at your screenshot there. I'd suggest you download 1.12.1 and see if that fixes your issue.
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