TheReadPanda

KSP-TV Broadcaster
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  1. @RoverDude For the record you may absolutely use any of the code you find useful from my hiring mod. Be aware there is a small glitch with 1.2.2 when you hire more than one kerbal at once that causes a small graphics flicker in the top left corner and the XP in some configs of games may not start right. But typically works fine after you load another screen or something like that. I need to update it but the core code is not horrible. Anyway, formal permission granted! I look forward to seeing what you do with it if you do use it.
  2. I also noted this fix in the Galileo thread as it seemed over there they were unsure of the fix and were just suggesting removing contract configurator... which would be a sad solution indeed!!!
  3. Just a heads up, but when using the Galileo Planetary Pack you will get a nulref with Contract configurator that spams due to the body 'Sun' not being found. My fix for this was to go into the science folder under the contractconfigurator folder in gamedata and modify the solarscience.cfg file to change 'sun' to Ciro and poof, worked fine. But without that change the nulref will just spam indefinitely. Not sure of the fix but thought I should note the issue here in case anyone else runs into this or if there is a way to 'fix' this. This fix removes the need to play without contract configurator by the way. And also suddenly makes things like strategia work fine too!
  4. Just a heads up, not sure if this was covered before but when using the Galileo Planetary Pack you will get a nulref with Contract configurator that spams due to the body 'Sun' not being found. My fix for this was to go into the science folder and modify the solarscience.cfg file to change 'sun' to Ciro and poof, worked fine. But without that change the nulref will just spam indefinitely. Not sure of the fix but thought I should note the issue here in case anyone else runs into this or if there is a way to 'fix' this.
  5. Unsure if this was addressed in the update in 2.3.2 but I love this mod, tried using it on KSPTV on Thursday. But I was seeing some rather large (huge) drag arrows for parts that should have been 'protected' like the fuel tanks etc. Now I was told that the weight is part of the math and this might be why. Still, I love the look/feel of these parts and the fact it can be used to launch a 3.75 part. And the issue might be due to the 1.2.1 drag aero stuff too, giving false readings or something. Either way, great work and just kinda wondering if there is a drag issue or if the arrows are wrong or if they are right and it should be that draggy? I mean the parts /are/ huge after all. Anyway, @Nertea I love your mods as always, and only recently found this one! So thanks!
  6. That version is actually the old version. I never took the steps to make the newest version on CKAN. I would like to fix a few more bugs then fix the AVC documentation/files. I am unsure if I will ever put it back on CKAN. Was a lot simpler to do so when I was using kerbalstuff if I recall. Also just got stable internet back (I hope) so maybe I can start making the tweaks to this mod this week and then once done we can see about AVC and potentially CKAN. But the simple answer to your question is: The version on CKAN is the old version under the old name and is not compatible with anything newer than that ksp version. Sorry. But you can find the 'up to date' version through the link on the front of this thread on spacedock.info (I believe it is mod number 777!): http://spacedock.info/mod/777/TRP-Hire For the record I have tested it with 1.2.1 and while it works there are some graphics glitches I want to fix which is in part what I was saying above in this thread. So works but there are some graphical artifacts when you hire. (but it works) Okay, babbling now, hope this answers your questions.
  7. So if we do a random career the cost modifier based on the missing or dead kerbals of that career type can change the price, as can the traits which directly change the price. So... career, random and suddenly you have no idea how much the kerbal will cost? This is the issue. If I made a 'generate a kerbal and let you hire or not' function you could just keep doing that until you got the kerbal you liked so that is pretty much the same as picking the stats. The one option would be to give a set cost if it was 'random' giving you a chance to get a 'bargain' but that kind of defeats the whole purpose of this mod in some ways. You could just use stock and deal with the random kerbals provided as possible hires in that case? Not sure. In any case the UI is a big kluggie at this point anyway, and if I were to change that I'd probably have to go in and gut the system and rebuild it to be more efficient! If you have ideas you can at least look at the source code, free on git hub. I probably should make Veteran a possible flag. I also would like to do a test for other mods and add the ability to hire things if other mods add them, but not sure how to do that yet. I hear at least one mod adds colonists after all!
  8. Very handy for attaching a chassis part to a decoupler without adding a cubic part. Yay! I look forward to trying out the Bison! Would it be too hard to put retractable (flush internal then extending out) legs to hold the rover up off its wheels? Handy to make it stable as a 'temp base' and to avoid wheel slide on some planets as well as use to land. Plus could help you change the wheels (fix them with an engineer) without causing the rover to 'pop' upwards due to collision mesh? Just a thought!
  9. Wow, great response time on this @TriggerAu You have no idea how much these little graphical things effect me. I know many don't see them as anything more than minor irritations but I don't think I'm alone in the flickering potentially causing migraines or other issues. I just want to thank you for acting so quickly on this one and personally say that even if it doesn't actually cause pain to others I know that at least my viewers on twitch appreciate it too! Thank you!
  10. @TriggerAu Just a quick note on the flickering. It seems totally gone with one exception. If you have a scroll bar appear because of the number of parts in a category and you have a large number of parts the scroll bar itself starts flickering like crazy just having the part under control of the mouse in the vab (you pick it up). The rest of the flicker is gone but this one part still flickers. Not as urgent a fix as the other flicker was but something to note! PS: I am testing an extreme number of parts just to see if I could break the flicker issue so it is likely magnified in my build.
  11. I sure appreciate it was fixed. I literally got heavy migraines from it and either had to deal with the pain after or play stock only. So thank you!! VERY MUCH!
  12. I am SOOOO Happy! The UI flicker was just enough to trigger massive migraines for me, and so I could not play with large numbers of mod parts. Now I should be able to! Here I come long term KSP Career mode! YAYAYAYAAY!!!!
  13. So appears there was a glitch in the dll that got uploaded. I believe I have fixed this on spacedock with version 0.6.1. It should say the version number in the first line of the read me. I am trying to check on github now.
  14. I didn't realize the 'kerbal xp' thing was two way. I shall have to look into this. If that is how it works I can probably make this work but... I'd have to think on how to best update the interface for it. Also I will explore if/how I can add other career types, if there is a way to add them dynamically based on what people have enabled for example or if I have to build a variant that internally tests for each one.