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WaylandSmith

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Everything posted by WaylandSmith

  1. I'm not certain what you mean by this, but the part model format has not changed between Unity 4 and 5. The 'only' part of the mod that needed changing was the actual code library portion of it. According to the TACLS documentation there's a 2 hour grace period on electricity before your Kerbals should die. Also, while I did put together this hack, I didn't actually test out Kerbal death, but had no reason to think it would behave any differently in 1.1. I'm glad someone has confirmed that it all seems to be working properly.
  2. Sorry, I'm not actually intending to take over the project.
  3. I've taken a quick glance at it and I'm feeling the same way about it. For me, the biggest, though, is making it play more nicely with RT. RT's API makes it pretty trivial to determine if a craft has connectivity to either other craft or KSC, so that capability in Kerbalism could be pulled out.
  4. Note: taraniselsu has awoken from his slumber and we are chatting about updating TACLS.
  5. So, for those of you looking to use TACLS in the KSP 1.1 release, I've actually re-compiled it for KSP 1.1 and made a couple small modifications to match the new API. It's not well tested, but it pretty much just seems to work for me. It still doesn't use the stock toolbar, since that's a lot more work. A posted an issue on GItHub offering to post a Pull Request but I haven't gotten any response. For those of you wanting to use it in the meantime, drop the two files in here into GameData/ThunderAeroSpace/TacLifeSupport/ AFTER you've already installed the latest version of it. I'm going to give the author, taraniselsu, another two weeks or so to respond to the issue and if I don't get a response, I'll fork the repository and publish my own version. The reason why I haven't already done this is already is as follows: taraniselsu uses an 'unconventional' tooling setup in order to build TACLS and I had to build a whole new set of project files in order to get it to build on my development environment. If they intend to get back to TACLS and continue work on it, presumably they will want to continue using their own custom tooling and so therefore I would leave all of that alone when I submit the pull request and only include the changed .cs files. Anyway, we'll see what happens. USE AT YOUR OWN RISK: Download Hacked-For-1.1 Version Here Once again: Install TACLS, the latest released official version, from wherever you do that. Download that zip file. Unzip it. You will have CommonReferences.dll and TacLifeSupport.dll Put those into the GameData/ThunderAeroSpace/TacLifeSupport/ directory, overwriting what's needed I do not offer any support or anything for this. I am not the author of this work. The source code is unchanged except for the bare minimum to make it work in KSP 1.1. I am distributing this in accordance with the author's license, which is available here current as of Jul 28, 2013. I do not intent to take over maintaining this mod if I do not hear from the author, though I may attempt to re-publish something (with source code) that works so that somebody else can work on it afterwards.
  6. Thanks for taking care of that. Very impressive responsiveness! I'll close the corresponding issue I made on the KER github.
  7. So, I'm noticing a weird interaction with IFS (using Fuel Tanks Plus) and Kerbal Engineer and I'm not certain which is causing the problem: The mass of the ship as calculated by KE is flickering as it is displayed. The difference between the two values is exactly the empty mass of the IFS tank. I'll also report this to the Kerbal Engineer devs.
  8. I've found what appears to be either a serious bug in TweakableEverything or possibly instead an incompatibility with TweakScale: When tweaking the size of a reaction wheel up or down, the tweakable torque values get either set to negative or zero values. Pressing any of the tweakable sliders in this state will cause the entire game to crash. Looking in the .craft file, the incorrect values are indeed in the ModuleTweakableReactionWheel module. I've not found a workaround yet.
  9. For future reference, the reason why the numbers in the files don't really make sense in regards to the rotation (it has 4 elements, instead of 3 for x,y,z), is because object rotations in Unity is handled with http://unity3d.com/learn/tutorials/modules/intermediate/scripting/quaternions If I remember correctly, though, they are measured in radians, though.
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