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  1. RP-1 only supports contracts that come preinstalled with the mod itself. You can't install other contract packs and expect them to work.
  2. Yes, that is correct. Probably can be defaulted to true later on once we validate that there isn't some piece of code out there that does something weird and relies on saving getting triggered at these places.
  3. The change you made in 2b0a034edf3817917c7f50f9f74eb5baad62aaf0 is going to break each and every mod that uses KSPAssemblyDependency to indicate that it depends on Toolbar Controller. I would strongly suggest reverting the change and releasing a hotfix ASAP.
  4. Actually there's some code about asteroid (or comets? I forgot exactly) that requires 1.10+.
  5. RA is a dependency of RP-1 and was in fact developed with RO/RP-1 in mind. The fact that it supports stock and whatever other planetary system you throw at it is just a bonus. I'm still sticking with my theory that what you did wrong was not purchasing the RA antenna tech upgrades from the RnD complex. We aren't going out of our way to break ResearchBodies (or any other mod that doesn't affect gameplay balance). Now the thing is that if it doesn't work for whatever reason then it means that someone on the dev team needs to spend their time to figure out WHY it doesn't work and then probably even more time to work out a fix. Usually that time could be spent on something that benefits the wider audience rather than uncommon use cases like ResearchBodies. This project is open to community contributions though so you or someone else is welcome to submit the necessary fixes for ResearchBodies.
  6. RP-1 doesn't support ResearchBodies - it's as easy as that. As for MLI layer count and RealAntennas tech levels, you will need to purchase the PartUpgrades from the RnD center to be able to use them.
  7. @Kazkar what RP-1 version are you using? There's a fix in v1.11.9.0 for a similar issue.
  8. That KCT version only works on KSP 1.12 whereas you're on 1.11 or lower.
  9. Not that easy. Pretty sure a scene change is needed for the additional KJR joints to get cleaned up. In addition to that your station will most likely wobble itself to bits by the time you're finished with EVA construction.
  10. Highly unlikely since there are no artists on the team.
  11. Create a .cfg file inside your gamedata and copy the following patch inside it: +PART[microEngine]:FINAL { @name = microEngine_v2 @description = temp, don't use me, use the other one! @title ^= :$: DontUseMe: } This will create a duplicate part with the identity of the _v2, so if something does reference it, there's something to find. You'll notice you have the wrong one if you try to pull it from the picker because of the description and title. You can later ensure your saves and crafts don't have this part and remove this patch.
  12. Meanwhile, there's been a couple of releases... v1.11.8 for KSP 1.12.x Parts Add SSS and ET parts Configure H-1-250K by @Capkirk123 #1647 Fix Baby Sergeant/Castor progression by @NathanKell in #1648 Support 1.12 small RCS parts by @NathanKell in #1653 Fix ECM of ROH heatshield Miscellaneous Add tooltip with required tech node to procedural avionics window Fix vessel ghosting in Space Center scene Fix cfg syntax errors by @HebaruSan in #1643 and #1652 Try to autoresolve ship build issues that cost next to nothing Tank Definition PartUpgrades by @DRVeyl in #1651 CONTRIBUTORS Thank you to everyone who contributed to this release: @siimav, @StonesmileGit, @HebaruSan, @Capkirk123, @NathanKell, @DRVeyl v1.11.9 for KSP 1.12.x Parts Add Heat Control configs, improve nuclear reactor ECMs by @Capkirk123 in #1644 Add RD-0203 speculative Upgrade by @Capkirk123 in #1655 Fix costs of RD-0213 and RD-0214 by @TwistedGiraffe in #1657 Miscellaneous Fix issue with crewmember flight log not getting persisted correctly. This meant that nauts didn't properly get experience and retirement bonuses. This issue also had the side effect of crew not waking up from g-induced LoC. Fix avionics getting briefly locked at flight scene load Disable stock ∆v widget and associated calculations CONTRIBUTORS Thank you to everyone who contributed to this release: @Capkirk123, @siimav, @NathanKell, @TwistedGiraffe
  13. You're playing with part entry purchases disabled which is breaking procedural avionics.
  14. Use :AFTER[RealSolarSystem] as the ModuleManager pass if you want to add or modify the planets.
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