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JPLRepo

KSP Team
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Everything posted by JPLRepo

  1. You are able to drop command parts, eg: probe cores or command pods in space or on the ground (assuming they are within weight and volume limits) or you can detach them from existing vessels and then drop them in space or on the ground. and then construct/attach other parts to them to create an entirely new/separate vessel.
  2. 512 x 256 is preferred size now with the new flag parts. will give you best results.
  3. @-ctn-@hemeac EDIT: you can specify the normal texture for a suit combo by adding normalTexture = <path> to the suit cfg node.
  4. @Majk thanks for the info. I'll look into it for the next release.
  5. That looks like scansat integration is broken. probably it changed something along the way. so unless you can get a version of ScanSat that does work with the version of AmpYear you are using you gunna be outta luck. I've put looking at scansat integration on the list for next update. case it's something that's changed permanently and needs a fix.
  6. Hmm. interested in seeing what's in your save file tbh. if you look at your persistent.sfs and find: SCENARIO { name = ResearchBodies you will see BODY nodes for each planet. The two fields of interest are: isResearched = True researchState = 100 Setting isResearched = False and researchState = 0 will reset that planet to unknown. (Create a backup of your save first).
  7. @jebalicious @Skarlinger So the current issue is Detailed Explanation: Solar Panels wont work on other vessels when they are not the selected vessel so kopernicus solar panels are not working with TAC LS for any vessel except the active vessel yeah? Could be something kopernicus has done. Will put on the list to investigate.
  8. Cool. Glad you figured it out. See Op: I don't suppot CKAN installs. Step one before asking for support: Install manually as per my instructions. Step two: Supply logs when asking for help.
  9. I'm not sure what this has got to do with ResearchBodies mod?
  10. Oh right. So you have Realism Overhaul installed? Look at the file \GameData\REPOSoftTech\AmpYear\MMConfigAmpYear.cfg note the second section that changes reserve power on all command pods to 1000 if and only if you have RealismOverhaul installed. I'm running without that mod and I get 80 (the first section of the file). If you don't want it remove that whole section. Or change the amounts.
  11. Yep so I see lots of these: EXC 07:57:23.599] NullReferenceException: Object reference not set to an instance of an object BackgroundResources.SolarPanel.ProcessHandler () (at <5091cf6c7dfe48e7ad95ce0493f04787>:0) BackgroundResources.UnloadedResources.ProcessInterestedModules (BackgroundResources.InterestedVessel vessel) (at <5091cf6c7dfe48e7ad95ce0493f04787>:0) BackgroundResources.UnloadedResources.FixedUpdate () (at <5091cf6c7dfe48e7ad95ce0493f04787>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) What's that? a bug in Background Processing code that I have fixed in V0.16 for KSP 1.10.x Doesn't help you running on KSP 1.9.x and TAC 0.15. But the good news it's fixed for the latest version. What can you do still on 1.9 and 0.15? Move forward into the light of KSP 1.10. (Yes I know it's not that simple). It's a joke. About all you can do if you are using solar panel parts that are affected by this bug, Turn OFF background processing in the difficulty settings and just live without it for KSP 1.9.
  12. Not sure what 1000 EC you are referring to. Sorry.Can you give more information?
  13. V0.16.0 published for KSP 1.10.x Re-compile for KSP 1.10.x. Background resources can now track any mod part that uses stock resource converters to generate EC. This can be turned on via the Difficulty Settings (off by default). Fixed potential null reference errors on solar banels in background resources if the solar panel is missing transform definitions. Removed "Vessel situation change" log spam.
  14. It should still work and continue working for all versions of KSP. But I released a new version regardless, so yes.
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