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    Sr. Spacecraft Engineer

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  1. Updated to 3.20. Added the following changes by KortexM: - Ready for KSP 1.2 (recompiled, small changes to configs) - Added Interstage Nodes (no trusses) to Fairings and Interstage Fairing, two connections possible on each node (up & down) - A few code cleanups (foreach mostly) - Fixed Fuel Crossfeed (be aware that flow to/from interstage nodes is affected too!) - Fixed ghost nodes appearing when adding a new fairing base in the VAB/SPH - Fixed blue ghost lines (invalid fairing outline) when having multiple fairing bases in VAB/SPH - Fixed interstage nodes positions for Interstage Adapter when resized - Some UI fixes - Code cleanups (de-Linqed etc.) - All other bugs/features untouched (hopefully..)
  2. Updated to 3.17: Rebuilt for KSP 1.1.2. Fixed thermal issues with FAR (patch by NathanKell). Fixed procedural mass issues (patch by NathanKell). Fixed auto-strut joint issue (connecting to the same rigid body). Improved payload auto-strut performance (strut heaviest part only). It looks like there's still an issue if you place stock struts on the fairing base, it causes NRE in drag cube rendering. The workaround is to place struts the other way around, starting on some other part and connecting them to the fairing base. This issue might affect other procedural parts too (other mods).
  3. Rebuilt for KSP 1.1 (build 1230). Works for me in both 32 and 64 bit.
  4. Pre-release for KSP pre-1.1. Make sure you have the latest pre-release build of KSP.
  5. There's a test build for 1.1 in git, but no (pre-)release zip yet. You can just get an updated DLL and remove KSPAPIExtensions I guess, if you want to try it out. The size sliders are still broken though, and I didn't figure out how to fix them yet.
  6. Oh, so will I be able to use stock UI_FloatEdit? I'll look into what's already in KSP pre-release on the weekend then.
  7. Updated to 3.15: Updated for KSP 1.0.4. Merged pull request for Procedural Parts bug fix. Adjusted thermal parameters for KSP 1.0.4 (hopefully).
  8. You won't get the exact same shape because there's only one Bezier segment in PF now, and those look like sphere cap + cone. But you can aim for something like a parabola. You'll need the second (top) control point Y to be 1 to get that blunt top, more info: http://forum.kerbalspaceprogram.com/threads/39512-0-25-Procedural-Fairings-3-10-payload-auto-struts-%28October-11%29?p=1184432&viewfull=1#post1184432
  9. I'm just checking what tech is available via ResearchAndDevelopment.GetTechnologyState(tech_name), look in utils.cs for getTechMaxValue() and haveTech(), it's very simple. The parts displayed in the tech tree to mark upgrades are fake and totally independent from those code checks.
  10. First, your output_log.txt (it's in KSP_Data folder). Second, a craft file where it happens, preferably with stock and PF parts only.
  11. Version 1.9.0 fails to load SAS preset so it crashes and doesn't add app icon: NullReferenceException: Object reference not set to an instance of an object at PilotAssistant.PresetManager.loadSASPreset (PilotAssistant.Presets.SASPreset p) [0x00000] in <filename unknown>:0 at PilotAssistant.PresetManager.loadCraftSASPreset () [0x00000] in <filename unknown>:0 at PilotAssistant.SurfSAS.Start () [0x00000] in <filename unknown>:0 at PilotAssistant.PilotAssistantFlightCore.Start () [0x00000] in <filename unknown>:0 Downloaded from Kerbalstuff, removed all files of the previous version before installing.
  12. Great mod. Could you please add an option to make the waypoint markers semi-transparent? It's nice to have a custom marker for the runway, but it tends to obscure it on the approach.
  13. Updated to 3.14: Updated for the new FAR. Reduced fairing shape update rate in the editor to 2 times per second. Adjusted default fairing decoupler value to avoid "vessel changed" messages spammed by bugged KSP sliders.
  14. I tried sending some messages about part shape change to FAR, but it doesn't work. I messaged Ferram about it.
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