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  1. That's the problem. There is nothing in the code that control the order, it is the result of the code execution path, which is very complex in that case, and consequently impossible to control or predict. Even if I manage a way to detect PAW rebuild events, re-applying the initial order is quite hard, as some initially invisible PAW items will become visible after the first initialization and we won't be able to know where to put them. I will see if I get the courage to work on this. Dwelling in the PAW code is a traumatic experience. Edit : Just gave a quick look, there is actually some ordering code. So there is likely a bug in it.
  2. I would love to. However, this is far from an easy fix, as this is not really a bug, but more a missing feature. The PAW items order is determined by the order of execution of every object that add items to it, change the items visibility or trigger PAW rebuilds, so it is completely uncontrollable. The only real way to do it would be to re-order the items after the fact, which : - Is quite complicated to implement : there are a lot of events that can trigger a PAW rebuild, and due to all the various caching/performance fixes Squad implemented, the PAW UI code is... lets say tortuous... - Would require to manually define the desired order of all PAW items, which is quite a huge task when you factor in the gazillion of custom items from mods
  3. Sorry for that, and thanks for reporting. I should have done a bit more testing, that last altimeter tweaking feature had a few issues. Released v1.0.3 hotfix : https://github.com/KSPModdingLibs/KSPCommunityFixes/releases/tag/1.0.3 Fix persisted altimeter position not being correctly reloaded Fix map filters transition coroutine errors by disabling the nested gameobject instead of the top one
  4. You can see why I don't want it Anyway, this is your problem : https://github.com/Kerbalism/Kerbalism/issues/748 This will be fixed in next release. In the meantime, the only workaround is to not activate any asteroid / comet drill on unloaded vessels, sorry for that. That doesn't seem normal. Maybe an interaction with another mod, please send a bug report Yes
  5. I don't know, depends on what USI is doing. Is there a more detailed report for that bug on the Squad bugtracker or on the USI github repo or forum thread ? Edit : If you are talking about this : Anything that is fixed by KSP-Recall will be fixed by KSPCommunityFixes, so the answer is yes (I updated the OP to mention that).
  6. That's a good idea. Would require a bit of work, I will open an issue and see what I can do when I got some motivation.
  7. Well, issues in other mods should be addressed directly by their authors. You should probably raise the issue in the CustomBarnKit forum thread or on its github repository. Also, I should have mentioned that this is primarily aiming at fixing issues that require some code. Things that only require a MM patch are likely out of scope, although I might include some on a case by case basis.
  8. KSP Community Fixes This plugin is a collection of code patches aiming at fixing internal bugs in the KSP codebase, as well as QoL improvements. There is no defined scope for now, so feel free to propose additional patches ideas by opening an issue, or to contribute with a pull request. Download and installation Compatible with KSP 1.12 - Available on CKAN Required and must be downloaded separately : HarmonyKSP : Download - Homepage - Available on CKAN ModuleManager : Download - Forum post - Available on CKAN Installation Go to the GitHub release page and download the file named KSPCommunityFixes_x.x.x.zip Open the downloaded *.zip archive Copy the KSPCommunityFixes folder found in the archive into the GameData folder of your KSP installation. Features Individual patches can be enabled or disabled by editing the Settings.cfg file. Bugfixes RefundingOnRecovery : Vessel recovery funds properly account for modules implementing IPartCostModifier. This bug affect stock fairings, cargo parts and many modules from various mods (part switchers and procedural parts mods, USI, Kerbalism, Tweakscale, etc). This is the same issue that is also fixed by KSP-Recall, but by patching the actual stock bug instead of doing a huge hack with hidden resources. If KSP-Recall is installed, the fix from KSPCommunityFixes will by used instead of the KSP-Recall one. Quality of Life tweaks PAWCollapsedInventories : Part Action Window inventory UI widgets in a collapsed group by default, group title show slots usage and cargo mass. Applied to part and kerbal inventories. AltimeterHorizontalPosition : Altimeter widget horizontal position is now tweakable in the pause menu settings. License MIT
  9. Actually, no, mainly because of this statement : I personally hate having to work with the player.log file, and the statement that it doesn't provide the correct information isn't true anymore since several years. Anyway, I made a bug reporting plugin a while ago that actually provide everything to debug an issue and doesn't require the user to find various files everywhere :
  10. Reflexion quickly become a mess to work with, it is prone to breakage when the target mod is updated, and it comes with a very noticable performance cost. The best way to handle this is to make a separate binary (dll) that reference both mods, and to conditonally load it from your main mod when the other mod is detected. Example : https://github.com/Kerbalism/Kerbalism/blob/master/src/KerbalismBootstrap/Bootstrap.cs
  11. @astroadrian99 You are missing the HarmonyKSP dependency (check https://github.com/Kerbalism/Kerbalism#download-and-installation) Download it here : https://github.com/KSPModdingLibs/HarmonyKSP/releases
  12. Kerbalism 3.14 for KSP 1.12 : https://github.com/Kerbalism/Kerbalism/releases/tag/3.14 Should be available on CKAN and Spacedock in a few minutes. Changelog : Updated for KSP 1.12 Fixed missing plants comfort in kerbalism greenhouse part Fixed #743 : Dmagic Orbital Science config has badly named field Fixed #738 : Automation Breaks Sickbay RDU Fixed #731 : Added missing Nitrogen and Ammonia entries on the Surface Scanning Module part Fixed #730 : Inconsistent cost of habitat parts due to unapplied shielding costs compensation Fixed #734 : Monopropellant input rate is wrong in MP Fuel Cell Fixed #740 : Proper support for the SENTINEL telescope module, now consume EC and require a comms data link Fixed #737 : Body experiment restriction for "Gaseous" is inverted
  13. You need to process them into data in the Laboratory
  14. @linuxgurugamerA while back when I was making MandatoryRCS, which has also a persistent rotation feature, I noticed that PR was applying forces to the vessel parts too early on scene loads, resulting in occasional kraken-like events. This probably wasn't ever fixed.
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