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Everything posted by whale_2

  1. This was noted on GitHub. Original Trajectories mod tries to maintain compatibility with different Kopernicus versions, though the way it is done is debated (https://github.com/neuoy/KSPTrajectories/issues/163) I tried to do without bootsrapping, it might or might not work for you, just try it. Basically, you need to remove all *.bin files at put .dlls from archive in Plugins subfolder.
  2. It is indeed being destroyed, condition in this line becomes false: https://github.com/neuoy/KSPTrajectories/blob/master/src/Plugin/MainGUI.cs#L569 As of migrating - let me check, my be I posted a wrong build where I had this problem. I didn't test the old GUI at all, my bad. EDIT: Re-uploaded, works for me with new and old GUI, no window migrating
  3. So I also experience the issue with GUI disappearing on pause and find it pretty annoying, especially in RSS where re-entries could be veeery long. I tried to look into the code to find out what's going on and could not figure out why the window is being destroyed. What I know for sure, that it is indeed being destroyed, so I put a code to re-create it when it has already gone, but should be shown. Not the best fix, but works for me. Tested is 1.6.1 with and without RSS, use at your own risk. This version ignores bootstrapping, so YMMV. Unofficial fix @Kobymaru, I've sent you a PR, but I really hope you have a better solution in mind.
  4. I'd appreciate if some more clarity on *other* platform support could be given. Like do they consider making Linux/Mac builds when they have a free time or are they going to get back to it after initial release. The answer "we are always looking at ways to bring KSP to as many player as we can" sound to me like "if we suddenly find ourselves having nothing more to do".
  5. @linuxgurugamer, what do you think, would it be possible to squeeze some more information from them, about, you know, Linux? I know they answered something among the lines "we're always looking for a way blah-blah", but that's seems so much elusive.
  6. I play/write mods on Linux and going into all that windows shenanigans in order to run ksp 2 would be very inconvenient for me, but sadly, I have a gut feeling that if Linux support wasn't announced in the beginning it's not going to happen any time soon, despite the engine being Unity. Frankly, there are too few of us and launching a new game will bring a lot of issues to deal with. If the team is not committed to the multiplatform support at the start, I don't see them having enough free resources for that after the launch, at least not in the first year or two.
  7. For the record, WorldStabilizer 0.9.5 is out. Vessels just launched from Hangar are not "stabilized" anymore.
  8. I think RSS uses CC due to all the graphic content. I don't see this fix as hard dependency, rather as "recommended" thing - some people just don't care about stock runway either by not touching planes at all or using Kerbal Konstructs for runways , besides, though I don't know for sure, but can imagine if other rescaling mods might have similar issue with the stock runway. MIT license allows redistribution, so everything should be fine here. @Snark, there's no borrowed code in the few lines comprising this mod.
  9. So far vessels coming from Hangar appear to be stable enough, so in 0.9.5 such vessels are left alone.
  10. I'm happy this mod helps bringing the "no planes" era in RSS/RO to the end. I still have some ideas needed to be checked, ideally I want to make wheels touching the runway collider exactly where you would visually expect it - so far this is not the case. I need some time for it as every time I start my RSS/RO save I find myself fixing just another mod or long-standing issue, literally want to complete some launches and landings. Regarding integration - I believe core RO team is aware of this fix, they are just too busy with all other stuff (They're doing great work, but it's just so much of it). Perhaps if more voices are raised in RO thread, this might happen earlier, but anyway I think I should either succeed in bringing wheels where I want them to be or give up on this and advance the mod from WIP to release status. And now - where that mixing of MIT license with Creative Commons license comes from? I'm afraid I don't follow.
  11. Now everything should be set. Thanks again for keeping stuff in order.
  12. Will fix this later tonight, don't have my laptop with me. Don't want to mess with all that red-tape stuff in any way, thanks for pointing out.
  13. Oops, always keep forgetting this. (Hopefully ) fixed.
  14. It was initially compiled against 1.6.1, but it uses very basic API, so should work in most other versions too. Drop me a line if it doesn't for your particular version.
  15. Well, the mod is not incompatible per se, it doesn't use anything that can not be found in stock sized runway. However, for planes flipping upon loading better results might be achieved with this mod: As of wheels not visually touching the runway, or being sank into it - that's another issue, I'm trying to find some workaround for it as well.
  16. Fixed log spam and made proper .zip https://github.com/whale2/RSSRunwayFix/releases/tag/0.0.1
  17. Update 0.1.1 Default config for lock disabled locking between different vessels, now it is enabledLock alignment is honored in a more strict waySome minor in-editor button bugs fixedLocks parts now should be of equal scale to work https://github.com/whale2/InnerLock/releases/tag/0.1.1
  18. @bcqJC I'd appreciate if you send me a save file where you have issues with WorldStabilizer.
  19. WorldStabilizer was tested with Hangar, but that was quite a long ago. Maybe needs an update.
  20. Well, it could be indeed involved. When I wrote WS mod, I actively used Hangar too and it seemed to work for me, however it was in the times of 1.3.1, since then I didn't really touch anything. When the vessel is "launched" from hangar it is being picked up by WS and I can imagine if the space is really tight, things may go wrong. My hangars were usually huge. Also I didn't test for upside down hangar, but some of my hangars were placed on the side. In general, I need to test the whole combo again - recent KSP version vs recent Hangar version. Additionally, there's new KAS/KIS around and probably support for old one is not compatible with the new. TBH, I wish there would be no need for WS at all, but I wish a lot and not all my wishes come true.
  21. I guess it should work in more or less every KSP version equally.
  22. I think you can save it as subassembly.