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On a new KSP launch I got this one:

[ModuleManager] Error - more than one pass specifier on a node: Kerbalism/Support/ContractConfigurator/@CONTRACT_TYPE[*]:FOR[Kerbalism]:FINAL

 

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Woops! Will release a new version right now.

10 minutes ago, Gordon Dry said:

On a new KSP launch I got this one:

[ModuleManager] Error - more than one pass specifier on a node: Kerbalism/Support/ContractConfigurator/@CONTRACT_TYPE[*]:FOR[Kerbalism]:FINAL

 

1.3.0.1 is out on Spacedock, should fix all those errors

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Basically it seems the new MM can't have :FOR on the same line as :BEFORE, :AFTER, :FINAL, etc

Report any bugs you find, it worked for me when I hurled poor kerbals into a solar orbit with barely enough power.

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4 Simple questions:

The settings only can be changed inside the settings.cfg?
Is it okay only to go back to main menu, change the settings and load the save again or do I have to restart KSP?
Wouldn't it be better if the settings.cfg is inside a PluginData folder?
Will there be a settings UI?

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Hey man,

Why does the new project import KSPAssets.dll?

I'm asking because I'll provide a couple of PR for you, then I created a fork to do it.

 

1 minute ago, Gordon Dry said:

4 Simple questions:

The settings only can be changed inside the settings.cfg?
Is it okay only to go back to main menu, change the settings and load the save again or do I have to restart KSP?
Wouldn't it be better if the settings.cfg is inside a PluginData folder?
Will there be a settings UI?

I think we can't add these setting on UI, because Kerbalism depend of MM.

MM add the Kerbalism modules (Antenna, Habitat, Greenhouse) only on Game Load.

This is my guess.

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42 minutes ago, HaullyGames said:

Hey man,

Why does the new project import KSPAssets.dll?

I'm asking because I'll provide a couple of PR for you, then I created a fork to do it.

 

I think we can't add these setting on UI, because Kerbalism depend of MM.

MM add the Kerbalism modules (Antenna, Habitat, Greenhouse) only on Game Load.

This is my guess.

No reason, I just clicked it just in case

33 minutes ago, Gordon Dry said:

Another one:

Because Kerbalism disables the stock Comm Network, how about the functionality of

 

You can disable Kerbalism's signal mechanic in the settings and enable commnet.

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33 minutes ago, Gordon Dry said:

Another one:

Because Kerbalism disables the stock Comm Network, how about the functionality of

 

The Kerbalism planner in the VAB tells you whether you'll be able to reach a given planet.  Also Kerbalism's range formula is just the range of the best antenna, as best I remember, so you don't really need a calculator.

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12 minutes ago, crapstar said:

Make this mod work with RSS:wink:

Guessing you mean add magnetosphere data for RSS planets? Ok, I'll try

20 minutes ago, crapstar said:

Make this mod work with RSS:wink:

Wait a second, I think there is already RSS support! I feel stupid

 

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7 minutes ago, N70 said:

Guessing you mean add magnetosphere data for RSS planets? Ok, I'll try

My version has a lot of changes, maybe you don't want to merge.

  • Lib.cs
    • Reorganized.
    • Add #IF DEBUG
    • Lib.GetShader still working as Shotgun version, files.shader was the only necessary change.
  • Background.cs
    • CryoTank has been fixed.
  • SSPX.cfg
    • Added support to Redux.
  • Habitat.cs
    • Inflate module has been fixed.
  • Setting.cfg
    • Add antennamodifier (This should be replace to a global modifier)
      • When the player is using RSS, need more antenna range, also the radiation level is to high.
  • Harvester.cs
    • The animation has been fixed.
      • The animation stop when vessel has no energy.
  • New Feature
    • AdvancedEC
      • Add energy cost to keep Antenna working, Extend\Retract parts ( Ladder, Gears, some Light that are missing, Drill, Some science modules)

I need to verify if has more changes.

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20 minutes ago, HaullyGames said:

My version has a lot of changes, maybe you don't want to merge.

  • Lib.cs
    • Reorganized.
    • Add #IF DEBUG
    • Lib.GetShader still working as Shotgun version, files.shader was the only necessary change.
  • Background.cs
    • CryoTank has been fixed.
  • SSPX.cfg
    • Added support to Redux.
  • Habitat.cs
    • Inflate module has been fixed.
  • Setting.cfg
    • Add antennamodifier (This should be replace to a global modifier)
      • When the player is using RSS, need more antenna range, also the radiation level is to high.
  • Harvester.cs
    • The animation has been fixed.
      • The animation stop when vessel has no energy.
  • New Feature
    • AdvancedEC
      • Add energy cost to keep Antenna working, Extend\Retract parts ( Ladder, Gears, some Light that are missing, Drill, Some science modules)

I need to verify if has more changes.

Seems good to me, test it first

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Hoorah!  @N70 Thanks for update - I was really concerned that no-one was able (nor willing) to sort those shaders out.  And a shoutout to @HaullyGames for your work too!

Also, I'm assuming this was just a straight port with no new functionality at release?

N70, do you want to add the radiation regenerator config that was discussed in the original thread?

Now I can throw myself into 1.4.1 once I have finished my current assignment.

Peace.

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10 minutes ago, theJesuit said:

Hoorah!  @N70 Thanks for update - I was really concerned that no-one was able (nor willing) to sort those shaders out.  And a shoutout to @HaullyGames for your work too!

Also, I'm assuming this was just a straight port with no new functionality at release?

N70, do you want to add the radiation regenerator config that was discussed in the original thread?

Now I can throw myself into 1.4.1 once I have finished my current assignment.

Peace.

I did merge several PRs from shotgun's repo. Gameslinx support, KSPIE background support, more realistic regolith synthesis, etc

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