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LatiMacciato

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Everything posted by LatiMacciato

  1. Hi! I have noticed in KSP 1.12.3 no Kerbal is taking any snacks on the road (EVA), for me they are only getting EVA Propellant. 1 snack is getting substracted properly from the part where the Kerbal sat in right after going EVA tho. Is this a known bug?
  2. Honestly I was blushing, when I saw my forum name on your release name MUCH thankies @zer0Kerbal!! Yes, the reason why I used :FINAL in first place is that not all labs get the blue description text while using :FOR[] caused 2 parts remaining which don't get the module nor the description. I have figured my issue is caused by ScienceLabInfo and I wrote a cfg for mod compatibility. Maybe the :HAS is unecessary tho but the :AFTER[ScienceLabInfo] did the trick: I confirm my lazyness and apologize for that, thanks for your understanding! I love the idea! It will make things easier!
  3. Hey there! I was wondering why none of my labs has any FTF modules, so I checked the cfg-files. I noticed this release might have a wrong dependancy in "FieldTrainingFacility/Compatiblity/FieldTrainingFacility.cfg": // original: @PART[*]:HAS[@MODULE[ModuleScienceLab]]:NEEDS[FieldTrainingLab]:FOR[FieldTrainingFacility] { @description ^= :(.)$:$0\n<#6495ED>Field Training Facility. </color>: // suggested replacement: @PART[*]:HAS[@MODULE[ModuleScienceLab]]:NEEDS[FieldTrainingFacility]:FINAL { @description ^= :(.)$:$0\n<#6495ED>Field Training Facility. </color>: With this modification it works again. I have also added a ":FINAL" to make sure that every part that includes a "ModuleScienceLab" module gets a blue description text/info after everything for proper patching within the patching order. ":FOR[ ... ]" and ":FINAL" cannot work together. Maybe the ":FINAL" fix could apply for FTL too to make sure all parts with a "FieldTrainingLab" module get a proper description too. I decided to suggest this because I think "FieldTrainingLab" shouldn't be a dependancy for "FieldTrainingFacilities" or is this intentionally? Waves!
  4. Considering that you might not be able to recover with the current KSP version (v1.11.x) for funds you could dump the rare resources into the planetary depot for later usage. That's what I do atm instead of trying the Nth resource to recover but ending up broke again.
  5. that was not my point, I think 'better' is a choise of taste. KIS/KAS is not maintained by RD
  6. Well, it would be cool to have a toggle option for the BlacklistedHomeworldResources (found in the WOLF.cfg) or I have misunderstood the existing options. EDIT: after digging deeper and catching up on stuff I've found USI_Core issue #118 maybe that is connected tho. I also noticed that all expensive resources with high "unitCost" values (RefinedExotics, ExoticMinerals, RareMetals, even ColonySupplies) are getting the "+-" values when recovered. (I possibly should ask that in another spot) Is that intended to be a feature of USI or am I missing something?
  7. I really would wish for an option to toggle or choose resources that are allowed or forbidden to recover on homeworld so any player can choose a "cheaty way" or not for the career gameplay. Regardless of that I like big parts that combine steps without having too much parts after all. Ty for the new features! That's just my 2 cents after considering to uninstall MKS but decided to keep it anyways.
  8. Heyas, my persistence.sfs contains a Snacks section and there I have noticed a typo where I'm not sure if it's a big issue or hassle tho. I have found the corresponding part in your source: .. /Snacks/SettingsAndScenario/SnacksProperties.cs I'm just trying to drop constructive critics
  9. The original mod from @Shadowmage has a great spirit to control how Kerbals are spawned when they are distressed, I also enjoy seeing this is kept alive by this follow up. Regardless of that is is essential to rescue Kerbals from space I'm trying to focus on other things in my career game so I've limited the allowed pods to easy MK1-sized via this script: On a side-note diversity in pods that can be rescued can be fun too! (it's yet a hassle IMHO)
  10. I guess having a log file would be helpful in any case so we can verify what happened when and what is installed etc.
  11. nobody said that .. maybe things just did not went well because the one or another mod installs or overwrites the B9PartSwitch mod to a previous version .. it's a wild guess. Making sure having the latest verions of the dependencies is the first I would try. Oh and I'm using KSP 1.9.1, maybe that diffe4rs from your version. All I can say is that I do not have this issues and I have a heavyly modded KSP.
  12. for me things are fine after the latest update! check the B9PartSwitch version, I'm using v2.16.0
  13. so far my script works just fine and was just made to evaluate the issue. I might need to check out the parts USI_Nuke_*, FTT_Service_375_01 and FTT_Reactor_500_01 but I assume they behave line the Duna/Tundra parts. my small script: I raised Issue #122 for this.
  14. HI! unsure if this is already mentioned or is issued already. the current version of MKS includes the Tundra and Duna PDU's (Power Distribution Unit's). These have an output of additional Xenon which is ok in first place, but then I saw 2 reactor controls in my equivalent parts ingame and checked out the NFE-configs. I saw there has some module name change happened in MKS, it's not called "ModuleResourceConverter_USI" but now I saw "USI_Converter" instead. I'm also not sure if there will be a change, if MKS ever will be compiled for KSP 1.9.1. EDIT: possibly all other reactors are effected aswell, having other converter module names, just FYI. NFE is version 1.1.1.0 (built for KSP 1.9.99 max) MKS is version 1.3.0.0 (built for KSP 1.8.9 max) I have "manually" removed the modules "USI_Converter" by an own script and hope there will be adjustments for one of the next releases of NFE. Thank you
  15. I haven't, but regardless created a new one in your repo here ty for your work!
  16. well I manually erased the old duplicates and took the new ones, unsure if that will bork any updated version. well it does work properly so far, one thing I still notice: If the ARP is bound to stock resources button then the GUI is visible if it were visible on last scene. I guess it should just hide if bound to KSP resource button and on scene load.
  17. Thanks for keeping up the work with ARP!
  18. @taniwha You're just amazing! Thank you very much for helping out! Shaders installed and the 2 other options is a very great help. Seriously .. I was searching for the 3 Buttons for 30 mins .. yes Blender is killing me LOL but the 2.80 interface looks WAAAY better! EDIT: I'm aware of this addon is not even alpha, tho I ran into this error when attempting to export mu file: EDIT 2: Hierarchy resorting helped! I had the RecycleField object/collider next to the main object, but should have been as part inside of the main mesh.
  19. First things first. I'm trying to figure out what you mean by using my example (without anims, just a basic part) of a new part I'm currently making. Blender Hierarchy: Part name as NULL object including "RecycleTarget" as NULL object "RecycleField" as mesh object does this now need an own ConvexHull collider? part model name as mesh object has a ConvexHull collider Also do I need to change the current config for KSP? current KSP config: So the RecycleField mesh now needs a collider that needs the name "RecycleField" or must have an extra key "RecycleField_name = RecycleField.collider" or is the key in the config file mandatory? Sorry for my few questions but thank you for the forum link for the texture topic, I haven't noticed this. EDIT: shader presets, yes now I can think of proposing parts or creating my own assembly hehe
  20. hiyas! I have recently updated KSP again (1.7.3) and noticed when I add any recycler in VAB/SPH the log is spammed with I don't know if this is currently known already (if yes --> sorry!) OT and not related to EL (except I try to make a small flat recycler ): Then I tried to add an own meshed part, apretty much easy mesh. I just start to understand Blender 2.80 but stuck with creating textures for that mesh with using your MU-add-on(latest). Is there any knowledge base I can use for how to handle textures for KSP? Otherwise I might get crazy by using Blender. Thank you!
  21. I did report already before the KSP 1.7.x -compatiblity (Snacks v1.12). Did you take my report into account?
  22. Hi there, I know you are playing with loads of mods (meaning your adopted mods) and therefore have little time. I hope this question is no bugger nor an issue. Is there any chance that Gitlab can also be used as source for KSP-AVC version files or does this need tinkering in the source? regards!
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