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Errol

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Everything posted by Errol

  1. @garwel This doesn't sound too difficult. Do you mind implementing this and bundling with commNet Manager?
  2. Would this thing I found in ckan be a viable solution? https://spacedock.info/mod/1529/CommNet Manager
  3. What the math, a P.hD with a youtube channel, addressed this a few years ago:
  4. Ran into this problem myself. Tried adding an s to kopernicusSolarPanels, that didn't work. Then I tried removing the NEEDS and the kopernicus line altogether, and that worked: Also, @Snark I have noticed that remote tech 1.9.10 seems to break the antennas cfg. I should also mention that I'm using restock plus, but having that without RT seems fine. @tomek.piotrowski, anyone got ideas on this one? I'm pretty sure these lines from the RemoteTech_Squad_Antennas.cfg are at fault, but I have no idea how to fix it (been out of practice with ksp and mm.cfgs for a few years): ... @MODULE[ModuleDeployableAntenna] { %name=ModuleAnimateGeneric ... { EDIT: Been messing around with the RT patch today, but nothing I try seems to work;
  5. Ahh, ok, I guess what confused me was that when you hold ctrl to go all the way to zero the engines stay running at the minimum allowed throttle setting instead of cutting off like when you press x. The gravity turn autopilot control of the throttle does ignore the throttle limit extended function though. I posted in that thread too, not sure how complicated it would be to make throttle control from the gravity turn ai optional, but you do maintain that one too...
  6. @linuxgurugamer I've found a bug/incompatibility with throttle limit extended where the throttle control from the autopilot in this mod bypasses the throttle limits functionality. Could you possibly make the throttle authority for the autopilot optional?
  7. @linuxgurugamer I just discovered that the throttle limit extended mod does not play well with engine upgrades (engines that receive upgrades no longer have limited throttles), meaning the ignitions upgrade patch from this mod breaks throttle limit extended. For me at least, this is a big problem as imho these two mods are meant to be played together. I would recommend removing the upgrade patch from the download, or at least changing the file extension to .txt and mentioning that those patches are optional and/noting the conflict in the OP.
  8. This can be done with an mm config. It is available in the community module manager database: EDIT: @linuxgurugamer I seem to have found another bug and incompatibility. The 'x' keybind for setting throttle to minimum ignores the throttle limit extended functionality. Also, the mod gravity turn's throttle adjustments also seem to bypass the throttle limits.
  9. @flart I just did some testing with your pre-release in my heavily modded install. Seems to work. I think that it could also be useful for planes and space planes.
  10. Is it possible to add particle effects to decouplers with this?
  11. @flart Seems your mod is incompatible with Vertikal Speed Indicator. Fruitgoose took a look, and it seems it is not possible to address from his end. Perhaps it might not be too difficult to fix from yours? There is some discussion on what the problem is on the first page of the VSI thread:
  12. Just want to report that this appears to still work as-is with trackIR in ksp 1.11.2
  13. Errol

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    @FruitGoose BTW, just tested it out on a clean ksp install with only vertikal speed and speed unit, just to make sure it wasn't a conflict with one of the other 200 mods in my install. Having speed unit annex installed not only makes the text not turn red, but it also prevents you from opening the vertikal speed indicator settings window. Here's a log:
  14. Does anyone remember a mod that added a particle effect to the staging event for decouplers? I can't remember if it was just an mm-config or if was a pluggin. I swear a can remember seeing this a few years ago. I'm aware of the animated decouplers mod, but what I am remembering was something that added an effect to all stock and mod parts, not just certain ones.
  15. Errol

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    It adds to and changes what the nav ball panel shows on a contextual basis:
  16. Errol

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    I think this is incompatible with speed unit annex.
  17. Just want to report this appears to be working in 1.11.2
  18. I'd just like to report that this appears to work fine in 1.11.2, but the raster prop monitor integration seems broken. Not sure what those screens would have had, but rpm seems to think there is no engine ignitor installed.
  19. @severedsolo Do you think the bug could have had to do with the orbital drift compensation thingie?
  20. @linuxgurugamer So far it seems to be working in my 1.11.2 save with ~200 mods (debris and other vessels). It does not seem to apply to the currently focused vessel and it also doesn't seem to work in the tracking station. Those are the only bugs(?) I can find (not sure if they were ever implemented). I'm def going to be keeping this in my install to see how it goes, but I would like to be able to have it listed for the community to access somewhere (either spacedock or ckan or w/e) as a stand alone mod so anyone can access it. @severedsolo I think I understand what you are saying. I'm reading it as meaning that I would need to compile the orbital decay manager with the settings refs removed against ksp 1.7 and net 3.5 in order to get a working standalone .dll that can be shared with the community, correct?
  21. I'm sorry, but I don't understand. If this is a working solution, why is it not good enough? I'm not trying to be a jackass, I'm just naive, and don't really understand what net 3.5 is or is used for.
  22. @severedsolo Dood! So I just installed kessler syndrome 1.3 in ksp 1.11.2 and tested it, and it appears to work on debris. The setting for making it apply to all vessels doesn't seem to work, but hot dang....seems like if it looked broken it must have been a mod conflict! EDIT: correction, it does apply to none debris vessels, it just seems that it does not work on the currently selected vessel.
  23. I can fully understand that, I figured it may be a faux pas on the forums, and respect your stance. I am very interested in fiddling with it myself, though I don't know anything about c# (or any programing language really....I learned a tiny bit of java in highschool about 15 years ago and now I'm intimidated even by mm configs). I do have some programmer friends who do know c# though, they can probably help.
  24. I was the guy asking him to work on the feature the most back when it was in kessler syndrome, I didn't want to keep pestering him about it if he isn't interested in it. But I mean, @severedsolo, if you are interested, I'd be willing to put a $150(cad) bounty on it.
  25. Not sure if this is allowed. I did check the forum rules, and it doesn't seem to have a specific rule. If not, I apologize, and don't mind a moderator deleting the thread. Basically I want to offer money to revive a mod. The mod would be orbital decay, but I'm not interested in the main orbital decay mod that LGG had revived: What I want to see revived is a stand alone version of the simplified orbital decay function that @severedsolo had started working on in his Kessler Syndrome mod, last updated in this version: https://github.com/severedsolo/KesslerSyndrome/releases/tag/1.3 It apparently stopped working around stock 1.7 or 1.8... I could look into creating a listing on a bug bounty site or something, not sure if this would be the correct thing to list on those sites though. Other than patreon or something, not sure what the best way would be to put up a bounty; open to suggestions.
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