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Crzyrndm

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Everything posted by Crzyrndm

  1. KSP 1.2 version is up, with three new editables (scale, leading angle, trailing angle) and a rather significant decrease in the bug count. SCALE: For designing those wings at extreme sizes without all the annoying camera issues, Scale allows you to design a wing, and then scale the wing AND all of it's children to the actual size you want (ie. scale the wing root if you want to keep it in one piece...)
  2. 0.12 on the downloads page is for 1.2 (the names are a coincidence... mostly)
  3. The easiest way should be FilterSetIcon { icon = BDArmoury=>BahaSP } which takes the name for the left of the "=>" and assigns all categories and subcategories with that name the icon on the right @FreeThinker Because I'm only releasing my mods on Github at this time. Nothing against Spacedock or any other host, it's just easier to only update a single location. KSP AVC informs users of updates if they want that and I'm not exactly worried about the size of the user base.
  4. Right, Unity's magic methods... (method hiding does work correctly in this case)
  5. You want to check for ModuleCommand for both probes and kerballed control points (crew cabins have >0 capacity but cannot control a vessel). Probes have the ModuleCommand minimum required crew property set to zero
  6. He can't override that because it is not a virtual function (defined in whichever PM he's inheriting from) The way I'd go would be part.OnJustAboutToBeDestroyed Essentially, the game event without you having to do the filtering
  7. It's in the stock settings difficulty menu (esc => settings => difficulty)
  8. I may actually have an idea that will help. It's been noted that the issue is caused by large numbers of parts in categories. Very few of the categories FE creates are larger than the stock ones, and of those most are created in two ways "All parts in..." subcategories The manufacturer replacements Disabling every collection subcategory via MM patch below removes #1, and changing the setting "replace Filter by manufacturer" to false removes #2 @CATEGORY[*] { @all = false } I'd be interested to know how much impact these changes have on the issue (I dont have a heavy install to really stress test it with...)
  9. I'm aware of the issue @drtedastro (I have it quite consistently while testing) and have been keeping an eye on the discussions around it. It's on my list of things to poke at once the dust settles, but since it doesn't actually prevent use of the UI permanently and is not directly caused by something FE is doing, it is not currently a high priority
  10. The bug hunt continues... v2.7.4 released Fixes editor reentry having less than desirable results Fixes malformed part module data crashing the part search @TK421d, @BeafSalad this should fix your issue
  11. Please, ALWAYS upload a full log file You have the same symptoms as the issue reported here so it would be appreciated if you could add the log to that report
  12. I actually meant more than 1 person would be useful, not more than 1 log file (although multiple configurations is appreciated)
  13. I'm looking for a log from anyone (more than one would be even better...) who has the missing fuel tank issue. Preferably with debug enabled (esc => settings => difficulty options => editor settings)
  14. FE doesn't currently touch the sorting, and doesn't go deep enough to filter by max thrust. I do have some thoughts around improvements in that area, but anything like that will have to wait until after the bugs stop flooding in... (and fix a few annoyances that aren't "bugs" per se... )
  15. I haven't been able to recreate this issue yet. Is there a specific wing type that it's attached to that causes it? Is there more to it than just "place on back of wing, edit dimensions"? Logs, craft files, ... (Basically, I need a bit of help finding this one...) Offset descriptions for edge shapes has been fixed ready for next release
  16. Make sure the referenced Unity/KSP .dlls (eg. UnityEngine, Assembly-CSharp) are pointing to their KSP 1.2 versions (only really an issue if you have multiple installs). Remove reference to KSP-Util if you had it before (Visual studio flags it since it can't find it anymore, not sure about other IDEs) Build plugin, fix any syntax errors created by the update (this is very helpful for doing so) Test Plugin, fix any functional issues Release plugin, go back to playing KSP (or not...)
  17. I was implying that MJ runs any vessel control updates during the unity physics update, ie. at a fixed timestep, as does any other mod doing anything that relies on using a constant timestep
  18. Actually, Unity provides an operation that runs at a fixed physics simulation time (20ms of game time). When the ingame time turns yellow or red, Unity is slowing down the progression of game time so it can maintain this simulation interval. The physics simulation is run seperately to the displayed frames (you can have any number (0, 1, 2, 3...) of physics frames per rendered frame) Unless I'm mistaken, physics warp is the only thing that modifies the simulation step (hence the wierd stuff that happens only during physics warp)
  19. You can just edit the .version if it's incorrect... (fixed for all DL's from now)
  20. v2.7.3 released, appears to fix the issues with subcategories from other mods @Stratickus Verification that this is not a problem anymore would be much appreciated
  21. @Stratickus No, this is definitely not intended behaviour. @Patupi, @Carcharhinidae Will investigate straight after. It being there sometimes and not others is "odd" to say the least. If I could get a log with debug enabled (esc => settings => difficulty settings => editor settings) that would be extremely helpful
  22. All listed mods updated for KSP 1.2. I will not be updating Analog Control or Thermal Monitor as I no longer find myself using them.
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