Jump to content

enneract

Members
  • Posts

    434
  • Joined

  • Last visited

Everything posted by enneract

  1. No, you won't need to restart. Vacation lengths are configurable; there are options for minimum time, maximum time, and percentage of mission time. Default is 7, 28, 10, so vacations are a minimum of 1 week long, a maximum of 4 weeks, and the base length is 10% of the mission they just returned from.
  2. Probably not. Only stuff that is saved per-save will get restored. The way this mod works is basically by saving the game when you start a simulation, and restoring it when you end it. This is a planned feature.
  3. Oh, balls. I have no idea how that could happen. I'll look into it.
  4. Sounds like the input lock wasn't released correctly. Hrm. Did you close the pause menu with escape again or using a button on it? *Edit:* Do me a favor and try this out. Let me know if you have any problems with it. I don't see a situation where the control locks could not be released, but that adds a fallback that should work.
  5. Er, sorry. Let me be more clear and keep you guys in the loop. I'm the one maintaining the portion of KCT's code that makes it work with CrewQueue. I thought that I had it ready, and submitted the changes to get them in to this latest version of KCT, but there were some problems, and I haven't had the chance to address them. CQ just exposes a data structure which defines which Kerbals are available, it doesnt modify the existing Roster. So to make KCT compatible, I need to insert code to make it actually work with this new roster structure. It isn't just plug-and-play, unfortunately. I'm aiming for renewed compatibility in KCT 1.1.7, or in the Dev branch of KCT within the next couple of days.
  6. No. I backed out the PR to update that because it had some problems. Probably won't see it until the next KCt release, sorry.
  7. I have absolutely no idea how to even start on the problem of adding a KSC building. I'm glad that you like the mod, though.
  8. Not yet. It will, but... not yet. I haven't figured out a really clean way to do it yet, but it is a major element on to to-do list, along with simulation costs, and some UI rework, and the ability to simulate from any arbitrary point in a real mission.
  9. That... is basically exactly what it is. The end goal is for this mod to replace KCT's simulations, with all the bells and whistles (launch into arbitrary situations, etc).
  10. Hi folks. This is the initial release of a mod that I've had on the backburner for a while, but decided to clean up and go ahead and throw out there. Premise: Holodeck lets you launch flights from the VAB\SPH, and when the flight is over, it restores the game to the exact state that it was in before the simulation started. It handles restoring the state of any mod which stores its data in the vanilla persistence file (basically any of them worth their salt), and even handles it if you exit the game during a simulation. Download: Mod \ Source Screenshots:
  11. I'll throw something like that in next time I touch the CrewQueue compatibility. It will require CrewQueue tho.
  12. If it works in microgravity, the current tests indicate that it will produce more thrust than a solar sail. Solar sail's thrust is useful, even if minuscule, because it is constant with no need for reaction mass. Likewise, EMDrive will be more useful, because it is constant with no need for reaction mass.
  13. Again, can you please post output log from this process and a saved game?
  14. Do you have any other mods installed? Is anyone disappearing from the roster in the astronaut complex, or just the launch window\editor? Can you post your output log after replicating the bug? And possibly send me a saved game? Oh, I know exactly what is causing that. Will fix.
  15. Oh, those. Yea, there are a few frames when entering the editor that those exceptions might be thrown. Shouldn't do anything, though. Next version will suppress them
  16. I honestly think that the FF bug doesn't exist. I don't see how it could exist, code-wise, and I can't repro it...
  17. Little bit of a necro here: This mod is dead, it will not be updated further. Check out CrewQueue for a take on some of the additional features which are still relevant to modern versions of KSP. However, I took down the GitHub repo but failed to archive the releases or source correctly. If anyone still has a copy of the last release, I would be appreciative if you'd PM it to me so that I can rehost it for those still using .25 for whatever strange reason.
  18. 1) I was going to throw up a dev thread for Holodeck in the next little bit (once my finals are over), you were involved with the groundwork for it & compatibility with KCT was on my list of top priorities. I can get if you want to go a different direction with your simulations, but I also think that we were pretty much on the same page the last time we talked about it. If you want to 'skip' the simulation revamp, and give me an API hook to disable KCT's built-in simulations (as well as the couple other I'd need to make it work right), I'd have no problem with Holodeck being distributed with KCT (so that people don't have to download both). I think that there is a fourth option for the 'how should future development of KCT be handled', and frankly it is how I plan on approaching the contributions which I feel that I can make. This is me saying that I want to try to do a 'UI overhaul' as a meta-mod.
  19. I've been paying attention from the sidelines still. The work and decisions that are going into the API are a great start toward that.
×
×
  • Create New...