Jump to content

siimav

Members
  • Posts

    307
  • Joined

  • Last visited

Everything posted by siimav

  1. Kerbal Joint Reinforcement v3.7.1 for KSP 1.12.x Fix extra joints getting created too early in the lifecycle (in some cases this resulted in phantom forces) Add toggle to debug GUI for temporarily disabling all joints
  2. Kerbal Joint Reinforcement v3.7.0 for KSP 1.12.x Fix bug that caused the stock EVA construction feature to actually not be supported Rework the interstage connection stiffening feature Fix a couple of GameEvents leaks Add option to debug UI for toggling what kind of joints to show Unify tags in log messages Various code cleanup and refactoring
  3. That definitely isn't true. In fact, MJ recommends using AA instead of it's own aircraft autopilot.
  4. Not every variable used in the RP-1 preset is supported by LGG's version of KCT.
  5. It isn't a dependency. You're probably referring to "TweakScale Redistributable" which is just something that is required to make the integration between FAR and TS work. It doesn't do anything useful without TS actually being installed.
  6. I mean, sure, if you don't consider an unrealistic atmosphere made of soup a problem.
  7. That is only partially true. RP-1 (or actually RO in particular) does have a builtin "PR" but this will disable itself in favor of other installed mods that handle rotation. https://github.com/KSP-RO/RealismOverhaul/blob/edd0809c715e87d6844216e39a2470eac50e0691/Source/VesselModuleRotationRO.cs#L68
  8. 2.2.1 for KSP 1.12 What's Changed Reenable changing active contracts multipier by @phillo3 in #4 Full Changelog: v2.2.0.0...v2.2.1.0
  9. https://github.com/KSP-RO/RSS-Textures/tree/master/tools/TopoConv
  10. 2.2.0 for KSP 1.12.3 What's Changed Add resetChildrenWhenVesselDestroyed parameter to VesselParameterGroup by @siimav in #3 Possible fix for logspam reported in #1 Add continuous integration (GitHub Actions) by @siimav and @StonesmileGit in #2 Full Changelog: 2.1.4...v2.2.0.0
  11. Fortunately we have a wiki that contains the answer to that question and many more! https://github.com/KSP-RO/RP-0/wiki/First-Rocket-&-Early-Career-Tutorial
  12. No, liquid engines aren't supposed to have smoke trails.
  13. No idea about the other complaints but that part definitely isn't true.
  14. RP-1 only supports contracts that come preinstalled with the mod itself. You can't install other contract packs and expect them to work.
  15. 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.
  16. 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.
  17. Actually there's some code about asteroid (or comets? I forgot exactly) that requires 1.10+.
  18. 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.
×
×
  • Create New...