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Everything posted by Nereid

  1. I'm a big fan of this mod, but is it just me or is the KS-29 landing gear broken? If I attach those to an aircraft it starts with the tires below the surface and then it explodes just a few seconds after launch.
  2. There is an example at the first page. It's quite self explanatory.
  3. Bad times for updates. Some may just enjoy their holydays. But just unzip the zip from spacedock into GameData and all is fine.
  4. There is a new version anyway, because a found a minor bug in my own game. Choosing ribbon statistics in the hall of fame didn't work. This is fixed now.
  5. Just checked this: FF tets for active parachutes (even cut parachutes) and if there is any on the vessel, then the crew do not qualify for the ribbon. code: // no EVA if (current.IsEVA) return false; // check vessel if (current.Origin == null) return false; // landed? if (!current.IsLandedOrSplashed) return false; // situation has to change from non-landed to landed (prelaunch wont count) if (previous.IsLandedOrSplashed || previous.IsPrelaunch) return false; // scan Vessel VesselScan scan = current.ScanVessel(); // check fuel double pct = scan.GetResourcePercentage(Constants.RESOURCE_NAME_LIQUID_FUEL); // no tanks or enough fuel left? if (double.IsNaN(pct) || pct*100 > value) return false; // deployed parachutes? if (scan.deployedParachutes > 0 || scan.semiDeployedParachutes > 0) return false; // cut or active parachutes? if (scan.activeParachutes > 0 || scan.cutParachutes > 0) return false; // return true; PS: The method ScanVessel does not scan the vessel every time for every check. It's checked only once and cached for further checks, because it's an expensive operation (it has to iterate over all parts of the vessel).
  6. Well... I really can't remember what the check exactly does. And I'm a bit to lazy to check it now.
  7. Maybe. If anyone can reproduce this, please tell me and please keep a save just before the landing. BTW: There is still quite a few lines old code in FF from old days , where KSP was buggy (e.g. didn't fire some events). And it was my first project in C#, (and in Unity) written in about two weeks (or less) initially. So weird things may happen. But changing them and streamlining the code is to much work and will introduce to many bugs. None of my friends is playing KSP - at least not regulary. And I'm very reluctant to change any basic things at the moment without at least two or three people testing it. And then there are other games at the moment that get my attention.
  8. Then its a bug. Maybe they changed something and FF doesn't detect parachutes anymore.
  9. But you had a fuel tank? And it was empty? Then you qualified for this ribbon, because you met all its conditions. Kerbal logic is simple logic.
  10. The PR is included in 1.8.7. Lets hope I did nothing wrong, because my time was limited. But I tested 1.8.7 in my own game and it seems to work. Unfortunately I do not work with Git in my office (we are using SVN and Clearcase), hence I do not use PRs that often. And something had changed in GitHub how PR are done now. And just to give the correct credits: The trim indicators were done by dazoe at first.
  11. Maybe. If its easy then I could add this on my vacation in two weeks
  12. Each save means that all saves (vessel recover, switch back to space center from flight, VAB, ... etcc) are taken into account. Keep in mind: KSP saves quite often. "each save" is more or less just usefull for mod developers where a single save could destroy an important save they need to investiage a special situation. That was the reason to write this mod, because in FF there was a time when things in the save game went horrribly wrong because I didn't really understand how saves and loads are handled inside of KSP.
  13. Well. Some kind of strange bug in KSP then? if you have old backups you could copy and paste the ribbons back manually after fixing the time.
  14. Well, then we have the reason for your issues: If the game time is reset, then of course all kerbals will lose their ribbons. If a ribbon is awarded at a point in time, let's say T and the time gets reverted to T-1 then the ribbon is deleted from the save, because you will not get any ribbons that are awarded in the future. Don't mess up the ingame time or use a mod that does this.
  15. Maybe you should try S.A.V.E for avoiding such issues.
  16. Did you transfer a save game from 1.7.0 to 1.7.1? And was FF installed while playing in 1.7.0? EDIT: Just tested. Transfering a save game from 1.7.0 to 1.7.1 works without any issues.
  17. Use a paint program of your choice. I'm using a small java program to create those myself. But it's not very polished and needs some manual editing of a property file to add new ribbons. Therefore I'm a bit reluctant to puplish it. If you want to give it a try, I could mail it to you. But you will not get any support.
  18. Without installing any ribbon packs (planet packs), it wont support any mod that adds celestial bodies. If you have a ribbon pack installed, consult the author of the ribbon pack first. EDIT: Its' not that hard to create a ribbon pack yourself. There are two examples on the first page.
  19. LOL. This mod is completely underestimated. I didn't liked it at first, because the included indicator lights are a bit to big for my taste. But the indicator lights on all stock parts especially for science modules are awesome.
  20. There are no changes regarding the save game structure. There are no changes at all. Its just compiled against the new 1.7 libs and the build label was changed to match the KSP version.
  21. Open the FF window (from the toolbar) Click on the button labeled "Config" On the upper left corner you see a button "Browse Ribbon Codes"
  22. No. Just send me the file after the bug (I doubt it is one) has happend. And maybe a screenshot of the awarded ribbons and I need the names of the affected kerbals. EDIT: It's no bug. It's WAD.