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About Terensky

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  1. It's strange, I'm still using MJ 2.8.4 for KSP 1.7+ on KSP 1.8, but for me this situation fixed it by itself once I opted out from Unity Analytics...
  2. @TriggerAu: thank you for the update! Any chance we can see something like KAC, even simplified, for example just for maneuver nodes and SOI, in KSP 1.8 ? Playing career without KAC is almost impossible for me when I have more than two ships flying around.
  3. Neither, it's radioisotOpe. It's spelled correctly above that picture. Sorry for being a smartass...
  4. Lupi : can you give us more hints about all the robotic stuff works, i.e. can you say what kind of menus are used to make the parts move, if you have to set them in the vab, etc ? Can you eventually post some screenshots?
  5. It seems that some of the habitation modules like the pxl-2 shelter (SSPR version don't 'record' kerbal experience: I had a bunch of tourism contracts in career that had to be flown again in different habitats because of this. I mean, for example, if a tourist had to land on Minmus and was seated on the pxl-2 it was as he had never landed there, even if the ship as a whole, of course, had. The same happens for KSC crew (engineers, pilots and scientists). I opened up the pxl-2 config and noticed that the entry 'vesselType = ship' is missing. Adding this seems to solve the issue: I just like to ask if this could have some unwanted results.
  6. I checked and found out that WildBlueTools were updated as well. Reverting back to the previous version of WildBlueTools too and reloading an old save seems to have fixed it. Note that if your current game was saved with Pathfinder 1.28, then you reverted to 1.27.4 and didn't first re-inflate the modules, it won't work. You have to reload an old (1.27.4) save.
  7. Same here. I tried to revert back to 1.27, reloading an older save, but it didn't work.
  8. It's a feature introduced in 6.0.0 : 6.0.0 release notes
  9. It seems to be fixed for me: the selection window shows ships in VAB and SPH, and it closes correctly clicking on 'Cancel'. Maybe it's a conflict with some other mods you have?
  10. Confirmed: in my case also there are no ships shown on VAB or SPH, but there are from the Steam WorkShop to choose from. Maybe the bug is related to this addition in KSP 1.4.4 .
  11. As a warning, 1.4.4 broke the loading vessel screen (I mean, where you choose which vessel to build from the VAB or SPH), so backup your saves so that you can roll back to 1.4.3 until Taniwha fixes the dll. Well, you can't load a vessel from SPH o VAB, but you can load one from the Steam WorkShop...
  12. You could try this: Keridian Dynamics it's for KSP 1.2, but it works in 1.3 too.
  13. Really, I don't know as I've never tried this way, but I don't see why it shouldn't work either. Anyway, if you are releasing ships for public use, perhaps you'd like to ask someone to write down for you a modulemanager patch for modifying Squad stuff, otherwise your ship may not work if the ship's user doesn't modify the Squad's .cfg files.
  14. I can try: it's a little bit tedious work, but perhaps if you can use an advanced text editor you could do it in a snap (for the record, I couldn't). Anyway: under PART { name = RadialDrill (or MiniDrill) for ships you have unpacked since 1.3 (i.e. used in game, those you haven't will work after setting displayActions = True) you should find the following section that read about like this: MODULE { name = ModuleAnimationGroup isEnabled = True _isActive = False isDeployed = False stagingEnabled = True EVENTS { } ACTIONS { DeployModuleAction { actionGroup = None active = False } RetractModuleAction { actionGroup = None active = False } ToggleModuleAction { actionGroup = Custom02 active = False } } In the example above I just assigned '2' to toggle the drill ('actionGroup = Custom02'), so your entries may vary if you used other keys and/or actions (or if your drills were already deployed and active, but in this case just ignore 'isDeployed = False and '_isActive = False' and leave them as they are). You should delete the lines with the following syntax: active = False (but only in the aforementioned 'ModuleAnimationGroup' section!) and your old ships should work as before, as mine did. As an example, the above code after the correction should look like this: MODULE { name = ModuleAnimationGroup isEnabled = True _isActive = False isDeployed = False stagingEnabled = True EVENTS { } ACTIONS { DeployModuleAction { actionGroup = None } RetractModuleAction { actionGroup = None } ToggleModuleAction { actionGroup = Custom02 } }
  15. In Gamedata>Squad>Parts>Resources>Minidrill and Gamedata>Squad>Parts>Resources>Radialdrill, in MiniDrill.cfg and radialDrill.cfg respectively, the following code MODULE { name = ModuleAnimationGroup deployAnimationName = Deploy activeAnimationName = Drill moduleType = Drill } was substituted with: MODULE { name = ModuleAnimationGroup deployAnimationName = Deploy activeAnimationName = Drill deployActionName = #autoLOC_6002384 //#autoLOC_6002384 = Deploy <<1>> retractActionName = #autoLOC_6002385 //#autoLOC_6002385 = Retract <<1>> toggleActionName = #autoLOC_6002386 //#autoLOC_6002386 = Toggle <<1>> moduleType = #autoLOC_7001228 //#autoLOC_7001228 = Drill displayActions = false } If displayActions = false is deleted, things should be as before, BUT, if you have in your pre 1.3 savegames ships having drills to which you have assigned previously an action key, you have to manually remove from the savegame, in ModuleAnimationGroup/Actions every instance of Active = False You may find. Do this after you've deleted displayActions = false in the drill's config (perhaps it's better a modulemanager patch, waiting to know the reasons developers have added that line).