DfA-DoM

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About DfA-DoM

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  1. Despite this mod may not be considered as the most useful one for all KSP players (and I suspect neither the most difficult to handle), and since I can confirm to have working flawlessly as is on latest v1.10+, it would be nice to have it updated (at least its ckan compatibility record stuck at 1.8.1) and registered as such. Thanks in advance
  2. Hi, As a dual (and sometime triple) screen user, I'd love to have AnyRes also handling the window placement on the desktop. Is it possible?
  3. Indeed. BTW, I just saw that you already spotted the issue on the CKAN side several month ago. Being myself programmer (but not a C# guru), I was also wondering, even if this could involve quite significant code rewriting, if it wouldn't be possible to dynamically load the offending dll such as what is done there: https://stackoverflow.com/a/13492645/4153864 ?
  4. Hi, Just thinking out loud: Even if this kind of code isn't the funniest to write, can't we have a CKAN-aware addon acting as a kind of setup application and dedicated to handle the deployment/removal of the different sub-components spread across the game directory tree?
  5. Sorry to bother, but there seems to have an issue with the "science found" toolbar icon (the one with the yellow spark), which is displayed as blurry when science data is fetcheable. -D-
  6. Hi, I had weird behaviours of the addon on 1.9.1, sometimes giving hints on EVA report possible, sometime not. The log is available here: https://www43.zippyshare.com/v/JciTmjvu/file.html To be noticed that The Janitor Closet (installed but unused in this game) also triggered lots of exceptions. Regards, -D-
  7. It's now available. Many thanks for the job done (we couldn't thank you enough for all your work on KSP)
  8. Hi, There seem to have a glitch in ckan definitions for KEI: The mod is listed with v1.9.0 as Max KSP Version (as Engine Lighting Relit does), but in contrary it isn't selectable in KSP 1.9 (which is the case for ELR).
  9. 1 mod for 1 line of code: isn't it a bit... overkill? That would be really nice. I'm not against having several mod acting together (currently playing with approx 50 active mods), but I think that the wheel brakes handling don't deserve many mods, possibly conflicting each other.
  10. Please, follow @JadeOfMaar suggestion and include an equivalent of DoubleTapBrakes into your mod.
  11. Same issue here. You just reported it faster than me. -D-
  12. Once you filled a bug (or commented one), you're automatically notified by mail on each status change. This a major feature of this kind of bug tracker. Eg. I received a mail for this one: https://bugs.kerbalspaceprogram.com/issues/19427#change-116820
  13. Navigatiing the module list with the keyboard (arrows, pgup, pgdn,...) on v1.26.0 , I found that the home and the end keys weren't handled as expected and trigger a System.InvalidOperationException. Should I open a github issue for that?