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Everything posted by theSpeare

  1. How do you recover from radiation buildup?
  2. Hey love the mod but I'm getting an issue where I'll set a node to get the perfect trajectory after an aerobrake, but as my ship turns around to do its usual alignment stuff the trajectory will start changing. I tried pressing the "Retro" button it still doesn't stop the trajectory from waving around while I change attitude.
  3. As far as we know the only other alternative is to press the "PAUSE/BREAK" key to mute all Kerbalism notifications. (This will screw you over if you have crew and something goes wrong with their vessel)
  4. Sorry! By promote I really just meant put it in the first post just so it's easy to find. I apologise as I didn't fully read the previous posts to see that user posted patch, thanks for pointing that out. I fully respect RD's decision to maintain his design decisions, and my post in no way suggested he should compromise for something he disagrees with. EDIT: No need to put it up if you don't want to. I was just asking if it was okay.
  5. @RoverDude I 100% fully appreciate the reasons why you want to keep the mod as-is, but is there any chance you could please promote a MM patch to achieve the requested "mine for ExoticMatter" feature?
  6. @Drew Kerman Interesting - is this just for Kerbalism or will it affect other mods like Kerbal Alarm Clock? EDIT: Perfect this is just for Kerbalism! Wish there was a way we could cycle through different options though - all I'd really like to do is just kill timewarp for minor malfunctions. If life support cut out somewhere I would want Kerbalism to kill my timewarp as that's pretty damn important. Any chance @ShotgunNinja?
  7. @Pand5461 If you click on the Kerbalism GUI toolbar on the top right, click on the ship in question, then press the CFG text on the bottom of the little window. It'll have four options for notifications that you can turn off.
  8. Is there any way we can keep failures but adjust timewarp killing by the mod? I have lots of satellites and stations so if I timewarp at full speed to just get to Duna or something my timewarp gets interrupted 5-6 times. Turning off notifications for EVERY vehicle is a bit cumbersome as well.
  9. Any chance you got a backup of that DLL download? Link doesn't work anymore.
  10. What is the point of using Science Labs in Kerablism? Converting samples to data for transmission doesn't really seem worth it when you need Kerbals and normally plan for return anyway?
  11. Sorry! I said in the post that it was a manned pod but I definitely should have included the portraits - that was misleading. Thanks, I'll try patching the command modules with kOS in that case.
  12. You're right, adding a probe core fixed it. Is there any way I can just make the kOS parts probe cores so I don't need to do this every time for manned misisons? (Also BTW adding an antenna doesn't fix the problem.)
  13. Need help, kOS doesn't seem to work with RemoteTech at all. Testing with a manned 1-man capsule, see setup below. Console returns "Signal lost. Waiting to re-acquire signal." Adding antenna changes nothing. KSP 1.3.0, tested with ONLY: - kOS (v1.1.2) - RemoteTech (1.8.7) - ModuleManager (2.8.1) Notes - KSP Stock CommNet is disabled in difficulty settings. Tried new game as well. - kOS difficulty settings -> Connectivity Manager set to RemoteTechConnectivityManager. Tried switching back and forth and still nothing. Changing to "PermitAll" does nothing. output_log.txt (x64) dropbox: https://www.dropbox.com/s/cwbt90is1895bau/output_log.txt?dl=0
  14. Hi! Thanks again for taking over I'm sure you'll take this little mod to great places.
  15. Hello! Been awhile. Apologies for not seeing any of your messages, either on here or on my profile. I only remembered to check as soon as @Aelfhe1m sent me a private message. Unfortunately work and life has caught up to me, and as much as I would love to say that I could go back, maintain and continue this mod (believe me, every time I remember I feel some personal hype a little) - I know that I would just fall out of it again due to other things going on in life. You guys are great though, and I'm really sorry that I can't continue it indefinitely. However Aelfhe1m has offered to maintain the mod and potentially continue it with either tweaks or new features, so keep an eye out for the new thread. He's just submitted a pull request on my GitHub so I'll go accept that ASAP, and I'll do some final maintenance stuff hopefully later tonight. Thanks again Aelfhe1m!
  16. Hi, @Ginlucks it does not update by itself. What's happened is I have changed MiniAVC metadata values. Every time you open up KSP, it contacts my Github repo to see if it's the latest version. There has been no changes in my mod between KSP 1.2 and KSP 1.2.1, whatever you are using at the moment will work fine. If you are already on KSP 1.2.1 the message shouldn't be coming up. You just need to download the mod again (to update your metadata file) OR delete the metadata file itself to avoid getting this message ever again. http://i.imgur.com/R7vi8YK.png. This is the version file you need to remove. Also remove MiniAVC while you're at it.
  17. @Identitools I'll try and push it now. Thanks for the help!\ EDIT: I've just pushed it onto SpaceDock now. Not too sure what the process is but it should automatically update at some point. I'll leave it for a day and if it doesn't I'll do some more digging.
  18. @Identitools Actually I'm not sure, as I've barely had time to test the (pre-release) Github version on 1.2. I've actually been too busy working full-time now, and my spare time now is spent re-writing the entire source (I'm almost finished refactoring). I need a bit of help just testing out if it's fine on KSP 1.2. Do you think you can run the https://github.com/theSpeare/RoverScience-Revisit/releases/tag/2.2.0-A1 version on 1.2 and see if it breaks anything? I'd really appreciate a second set of eyes on it. If you can't find any issues I'll publish it to SpaceDock/CKAN.
  19. You should consider adding automatic upgrade features, where every failure will contribute back to your space program and improve reliability.
  20. Hey guys! KSP 1.2 Compatibility Update See pre-release here on Github: https://github.com/theSpeare/RoverScience-Revisit/releases/tag/2.2.0-A1. THIS IS A PRE-RELEASE ALPHA. I've tested it and nothing seems to break the game (running without RoverScience, running with RoverScience part), but I need help confirming this before I push an official release out to SpaceDock and CKAN and such. My free time is getting shorter and shorter these days and if anyone can help me test that the plugin isn't breaking anything that'd be very much appreciated and would speed up this update.
  21. Hey! I'm working full-time now but this plugin is far from dead, I just won't be able to pump features into it as fast as I would want. When KSP 1.2 fully releases this monday(?) I'll update RS for it. I've actually been thinking about just rewriting most of RoverScience as the bulk of the code was written while I was still learning C# and Unity, and I think I can make the source a lot more modular. If I do this, adding some big features will be much much easier. Right now it's all a mess and it definitely shows. So that's the plan, update for 1.2 (shouldn't take too long since I've already looked into it with the pre), then most likely rewrite the code. After that, it'll be adding/refining features and then maybe moving on to something like KerbalScience.
  22. Nice! That reminds me, I need to make it so that the rocks don't disappear after you find them (only after you leave the scene). Kinda immersion breaking.
  23. Hi @The-Doctor, it should already be working for manned rovers? There's nothing stopping you from slapping the Rover Brain part onto a rover with a seat on it. As for Kerbals carrying an exploration pack, this is on the back of the queue as I would like to do something else specific for Kerbals. For now I'm focusing completely on rover science.
  24. In 1.1.3 all upgrade values are saved in your persistence/quicksave files under a "scenario". Every rover brain will read from this scenario. This means that once you upgrade, every single rover no matter where they are or when they were built will carry the new upgrade values. In KSP 1.2 I will be most likely changing the system to use the stock mechanic "PartModuleUpgrade". This will move the upgrades to the Research and Development building. Once you research the appropriate node, it will only upgrade rovers that have yet to be built. This would be a more realistic approach, where hardware technological upgrades are only really done with newly built parts. It's not 100% certain I will be switching to this system, because the current system allows me the benefit of tweaking the costs and debugging a bit better. Furthermore, I wanted these upgrades to be another choice for using your science. By integrating the upgrades to the science tree you are just getting everything as you go.
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