Jump to content


KSP Team
  • Posts

  • Joined

  • Last visited

Everything posted by JPLRepo

  1. The bug you quote above is fixed. As for a robotics symmetry bug. If someone can give me the bug number I can tell you if it's fixed.
  2. No currently it does not support other resource converters, and no it's not a simple cfg file trickery. I took a look and the nuclear generators in MKS are resource converters. So for 1.10 I'll add a new setting I think so you can turn on unloaded resource processing for all generic resource converters - IF they produce EC only. and then it will support your MKS ones. This allows it to be flexible for what you want but not impact others who perhaps don't want that. As for turning off the unloaded vessel processing. You can do that too. It just means all resource converters, TAC LS, etc will play catchup (process all resources when they are loaded or switched to). Just how TAC LS always worked in earlier versions when unloaded vessel processing wasn't a thing.
  3. Straight away in your log I see that you are running KSP 1.9 with Contract Configurator... which doesn't support KSP 1.9. So my guess is it's probably breaking things in contracts. I'd suggest: A) start a fresh install of KSP (you can have multiple copies of KSP on your machine). - Using KSP 1.9.1 (notice in your log you are still running KSP 1.9.0) B) only install this mod. V7.10 goes with KSP 1.9.1. C) try the pictures of the sun etc contracts. I just tried this in a fresh career game and the contract worked fine for me.
  4. Until Contract Configurator mod is updated for KSP v1.9.1 it won't be no.. and 1.10.0 comes out next week. So if Contract Configurator is not updated for 1.10.0 I'll have to look at making Research Bodies not dependent on that mod any more.
  5. High priority = 1. And will be last to shutdown and first to restart.
  6. because in the game UI it displays them at different rates. IE: per day/hour/etc. It tells you what the unit is in the UI in the gam.e In the cfg file they are all in seconds. So get your calculator out and you good to go. Yup all the calcs are available in the spreadsheet (link is on this page) https://github.com/KSP-RO/TacLifeSupport/wiki/FAQ
  7. Sounds very strange will have to take a look into it when I got some spare time but right now busy preparing the 1.10 release. So after that.
  8. <KSP folder>\GameData\ThunderAerospace\TacLifeSupport\LifeSupport.cfg
  9. I don't understand why you did this and not ask to contribute to the main mod. This is now going to potentially create confusion and make me less interested in maintaining the main mod.
  10. I don't know what that is. So probably not? but who knows. Glad you like them. They are very handy. It's hard coded at the moment. Thank You very much. Will look at these for the next update.
  11. Straight off the bat. I can see you have Contract Configurator and ResearchBodies installed under KSP 1.9.1. Both of these mods don't support 1.9.1 yet.
  12. If you mean the difficulty settings? You can access these for an existing game by bringing up the Pause Menu at the KSC or in flight. Click of the Difficulty button at the top of the window that opens. Then select DeepFreeze on the left side to change the DeepFreeze settings for that save game.
  13. Shouldn't require this, but this would make it load on startup. Without it it should load on demand. But seems there's something not working there for you. So if someone could raise a bug report we can investigate what is going on.
  14. Has anyone logged a bug report on the bug tracker?
  15. I updated the remote... AVC version info... that's what happens when something is a human/manual process. Which updating that website is. The file in the distribution is correct and shows only for 1.9.x for V7.10.
  16. V7.10 is for KSP 1.9.x not KSP 1.8.x. It won't work on KSP 1.8.x. For those that made the last few posts in this thread. Please check that: a) you have the correct version of the mod for the version of KSP you are running. You can't run a version of a mod on an older version of KSP than the mod was released for and expect it to work. b) I don't support older versions of KSP or my mods. c) I don't support CKAN. d) The chemcam was broken in V7.8 under KSP 1.8.x, and no, I don't intend to release a fixed version for KSP 1.8.x - see b).
  17. V0.15.0 release for KSP 1.9.x Changelog, links, etc is the OP
  18. You do not need BackgroundProcessing. DeepFreeze contains its own version of what that old mod essentially did. I’m assuming this is some metadata thing with CKAN that says it recommends it. Don’t install it. From the Op: 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.
  19. From the video posted above. That is a known issue with Unity Shadows. Usually happens when the sun is at zenith in the sky. We are investigating solutions, but no promises.
  20. I wouldn’t reverse engineer - cause that would be a breach of copyright and T&Cs. but if you raise a bug report on the bug tracker referencing this thread and me. I’ll look into it.
  21. Version 1.5.7 Released for KSP 1.9.x. See Op for details and download links.
  • Create New...