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Tabakhase

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Everything posted by Tabakhase

  1. Hi, OP here, been waiting for a _stable_ 1.1.1.2..3 release I will see to get a recompile&update up soon(tm), - maybe this week if the GUI-button stuff is a simple change - but ive not checked at all if/what not works so no promises...
  2. you guys... amazing as always! Thank you all for keeping this mod alive! I just merged all your work together and updated the first post + downloads, a thousand thanks! Brake button, fixed Screens, NoWobble: Download @CurseForge Regarding some of your frequent questions: Wobbel: - Is gone (can be reenabled using the Settings file - for epicLaunchBroadcastings from next to the pad) -> done SoundMute: - not enabled by default! (WIP) - I merged a PullRequest on that, but for me thats not really working (engines make sound, explosions not) - but i have an idea on how this could be done (Filter, see the Muffler-Mod)... -> WIP (Until then you can use the 'old' volume-hack, set "DisableSound = True" in the Settings.cfg (selfCreated on first start at GameData/ProbeControlRoom/)) MoreSeats: - bummer here is that I need a Transform INSIDE the IVA Model -- that was done by 'Albert VDS' and i dont have those sourceFiles. -> on ice... ASET Props: - Ill try to get a import of the current room into unity, then building a config for ASET should not be much of an issue, i like there parts too =) -> TBD ManleyMode: - Is in (also via the Settings.cfg (ForcePCR)) - the UI and Toolbar-Buttons can still release you, but you bounce instant back in from the Map & C-Key keyboard focus - will be in the next build So expect another update very soon, (most likely RC1 when the SoundMute thing works...) Just wanted to get this out to have something working again that does not need 4 diffrent downloads
  3. 1.0.1 - so thats kinda stock now? I still want to get the BEEP BEEP... Issue now is two thermo-bars: http://imgur.com/GSBJo5O I guess you can remove/toggle yours (stock can be toggled to on F10, so rechecking with that should be doable right?) For now, its working fine with 1.0.1 anyway
  4. From the reads just HeatBalanceFix and HeatShieldFix got stocked... Also: Im having issues with ParachuteFix - both time values are not saved from the editor to launch (heights are) - editor starts lagging like crazy with this tweakable opened Tweaked mid-flight they function just fine
  5. You guys... <3 On sound: - I think in that way PCR would bug with ShipEffects Sound Mod: Dynamic Sound Effects that "should be used instead" (seems to be ok with 1.0) But I think I´ll merge it in as a toggle in the cfg/autodetect thanks! On the wobble: - I´ll spice this up with some remembering to hopefully get the settings recovery clean On the fix: bugfix.dll + source + licensefiles - I like A full build with assets and stuff I´ll throw up tonight/tomorrow Thanks!
  6. I kind of expected this to happen KerbQuake got patched back then to "respect" PCR, but i dont see squad doing this for us anytime soon... A QuickFix, if KerbQuake still works with 1.0, might be to disable the stock shaking (ty Gaiiden) via game's cfg file or the in-game settings - and then install KerbQuake to still get "some" shaking. In the meantime will look into an actual fix... Last I belive it could just use the settings controller and do some toggeling there. On it...
  7. QuickScroll - seems to be working with 1.0 just fine =) Would not have played more than an hour without that - a shame its not STOCK... <3
  8. Hm, thank you for the reports, I´ll look into this. A first check in the MKS repo shows no changes that should break anything... And my MM config should only affect crew=0 things anyway. I will make sure that this keeps working with 1.0 however, just sooome more hours... --- On a sidenote, a huge thanks to ensouensou for adding PCR support in his stunning ShipEffects Sound Mod: Dynamic Sound Effects!
  9. Very nice stuff! I highly welcome the FS config! But I noticed the FS-switching is broken for "lightstrobe_white" and "lightbeacon_red" - all others are fine. (The cfg lists model000_* what should be model000-* and model000strobe_* instead of model000strobe-*) For the lazy: grab the updated DeadSkins-config.cfg and replace into GameData/AviationLights/Parts/lights/DeadSkins/
  10. The latest upload has an outdated part.cfg for smelter2. (28.08. instead of the 01.09. file) // all other files are OK It sets all costs back to 1300 (should be 59344, 118688, 187376) and also tangles with a few maxAmount nodes... Until OP updated, grab the old (but newer) part.cfg and replace in GameData/WombatConversions/Parts/smelter2/ And can we please get a versionNumber into the download? so its called Karbonite-EPL-Converstion_0.16.7.zip or similar next time? Will allow you to keep the older versions - and us to not have "Karbonite-EPL-Converstion (14).zip" in the downloads folder Speaking of, the readme file in the zip currently says ".15" - the previous download contained a "ReadME v 16-5.txt" so something clearly tangled up Thank you
  11. After a "broken sandbox save" getting "NullReferenceException: Object reference not set to an instance of an object at MissionControllerEC.MissionControllerEC.hireKerbals" i digged a little... Situation: - Have a price for new Kerbals set to a positive number (4000?) & be in sandbox -> Hire a new Kerbal -NullReferenceException> shows as OK, but wont save the new crew member, still i get the "new Kerbal hired, charged 4000" message back on spaceCenter -> change Kerbal price to 0 -> hire a new Kerbal = No exception, crew saves correctly. I guess that could kinda be the intended behavior (Funding.Instance.Funds -= settings.HireCost; fails to disallow hire as i dont have the funds todo so (sandbox=0?)) Still should not nullref and "gameover" in sandbox Whats seems strange (and denies the upper) is that once I hired the first Kerbal for "0" I can go back to the spaceCenter, increase the price, and hire another Kerbal just fine for 4000 (still in sandbox) I guess Funding.Instance.Funds "first charge for 4000" NullRefs, but Funds -= 0; then actually works, and i can hire another one just fine for Funding.Instance.Funds(0) -= 4000 //.24.2 64Bit with gazillions of mods
  12. Now that UniversalStorage has full KAS support for these "wedges" the Dmagic parts are missing the "beeing grab-able to attach them to the Hexa/Octo-Booms again" Until its updated, add TABMM_DMagic-OS_Universal-Storage_KAS.cfg into your GameData to add this functionality. (DMagic 0.8.5, UniversalStorage 0.8.2, KAS 0.4.8, ModuleManager) @Dmagic feel free to include this file in your official package (as its copypasta of 3 lines )
  13. ScanSat-integration is working great for me =) just please disable the tooltip on F2 (hideUI event stuff) and I would really like to use it from the TrackingStation as well But i have HUGE framedrops and freezes for tooltips on a distant body on the mapview while beeing in kerbin orbit with my ship (so Kerbin vessel, view on Mun) (same with scansat on/off) while tooltips on Kerbin are fine. When I put the vessel into Mun SOI the Mun tooltips are fine, but the ones for Kerbin lag my Game. Seeing the logs its the ORS request that takes a moment here... Only the actuall tooltip lags it, maybe disable these for distant bodys? //(have an option to turn them on/off/showAllRessources?) // 24.2 32bit running all from ssd with tons of mem Oh, and the "duplication" thing is totally gone, great!
  14. I do, just downloaded it 5 minutes before my post =) Actually its seems to only show up when starting a new game, when i load the save now it starts disabled and i can correctly turn it on and off =) //edit - its also not happy with "revert to launchpad" Would be neat to have a configfile/button to turn default on/off, and some visual feedback what ressource is active (im sure the buttons have a "active" state you can lock them too) =) But what am I saying, spaming on UI in Add-on Development ;D Not sure on this... but i think I mostly look for like 2, maximum 3 at the same spot, that should kinda work - while sure no point in activating like 6 layers^^
  15. Hi there, cool stuff! When we can get "mouse over tooltips" like on the Kathene overlay one day it will be golden! Also showing multipleRessources with diffrent colors at the same time would be great, I miss that in all others (ScanSAT/ORS-Bubbels) KSP 24.2 32Bit Windows + ActiveTextureManagement-Basic, KarboniteStuff, ScanSat, RemoteTech2, TACLS - nothing showing up in the logs that would indicate any errors =) Until then, i noticed the following: - I have one "always on" layer for (Karbonite it seems) on every body (mapView and TrackingStation) using the on/off controlls in the menu adds another layer. The newly spawned one reacts to the controls just fine, but the initial one stays on all time showing Karbonite or a mix of all... (Screenshot from "off" state, compare with "on") - I can add the button to toolbar on the TrackingStation view, but it wont show up (ether "not offer" the button in this scene, or better, make it work ) - FlightScene works just fine! - There is a quite noticeable GAP on the 12oclock of each body, dont know if thats your display or the actuall ressource mapping beeing yerky Also, not sure if your stuff could cause that (as i run a bunch of mods, including ImprovedChaseCamera, NavHud, EVE and stuffs that yerks with the camera from the "KSPStockTweaks" Pack) - Jumping to a rocket on the pad zooms me WAAAAY out (Kerbin gets down to a single pixel), once I zoom in and try zooming out again I hit the normal "limit" at some point and its all fine anyone alse getting this? I belive its the FlightDefFreeCam actually "doing" it, but its not happening without MapResourceOverlay
  16. Hi there, to get the OMD partly fixed just reenable the ModuleAnimateGeneric, its removed in favor of KethaneDetectorAnimatorUnity in the original EPL. adding this code it starts packed in the VAB and can be opend/closed in flight =) @PART[OMD] { MODULE { name = ModuleAnimateGeneric animationName = Deploy startEventGUIName = Open endEventGUIName = Close } }
  17. Okay, this time its not 6 am and I tripple-checked with the code to make sure it IS an actuall bug and not just my derpiness =) "Custom ComSat Satellite Mission" validades without checking the body. - (should be a part of the ContractParameter::OrbitalPeriod i guess) https://www.dropbox.com/s/8sk75f24ddd2rpb/KSP_2014_08_22_00_55_59_376.jpg ((The "orbit" goal completed while doing the circBurn at Kerbin, i only made the screenshot "a little late"))
  18. I i i... I don´t even Okay, it was like 6am for me and i totally blame this and the "usually one would say 'in between min and max'", or is that just me? I hereby request to get this changed in all places to save others from this struggle In the SettingsMenu the labels actually correctly define "min" and "max" as writtenText, but nether the contract preview in the admin.Building nor the inflightHelptip thing do. Works like a charm now =)
  19. Hi there, im unable to complete a "Custom ComSat Satellite Mission" The "reach Orbit with period X to Y" wont complete, the other parameters are completed at this point & within the same flight. Workaround: Alt+F12 -> Contracts -> click "Com."plete button // EDIT so actually right now ContractText displays "inbetween maxPerios and minPeriod" and i didnt noticed the min/max in the settings screen // EDIT Using .24.2 KSPx68 + MC2 rel. 1.0 (the just uploaded one) + a BUNCH of other mods Seeing here: https://www.dropbox.com/s/ov9f7cv42x3knhk/KSP_2014_08_20_07_01_45_070.jpg // ContractText displays "inbetween 1hour 15minutes and 1hour 45minutes", your "helpTool" correctly shows 1hour 28minutes, same for KER - but the "reach orbit" wont complete from my safeFile for this contract: PARAM { name = OrbitalPeriod state = Incomplete values = 0,0,0,0,0 maxOrbID = 4500 minOrbID = 6300 } ORBIT parameters of the vessel { SMA = 1349338.11128041 ECC = 0.000631639172341331 INC = 0.238385025120307 LPE = 243.802743951636 LAN = 105.635302532137 MNA = 4.21626005830777 EPH = 208168.401125356 REF = 1 } my McE config: StartBuilding = True maxOrbP = 4500 minOrbP = 6300 contractName = Deliver COMSAT Satellite
  20. While testing around I found some issue with "Allow access to a smaller size than the PartPrototype (Career)" And as I dont even understand what I just saw, here a userstory: DefaultParts: Food 1meter - 2nd level tech, FoodSmal 0.6m - 2nd level tech, FoodLarge 2.5m - third level tech Plan: Hide all but "Food", move FoodSmallScaled to 1st tech level So I modulemanagered scaling into the "Food" part (including a techRequired scale) and removed the categorys from FoodSmal & FoodLarge Issue: without unlocking the Food part I cant even place it in the editor with the smalles scaling (what makes total sense) AttemptedFix: modulemanagered techRequired on "Food" part to 1st level tech Now I have the part in the editor, but once placed it spawns as (part default) non-scaled 1meter version, it shows the tweakscale menue (as 1meter), but its NOT allowing any tweaking at this point It should: a) allow me to scale the part down to the "already unlocked" 0.6 meter version actually spawn tweaked to 0.6 as thats the only one ive unlocked yet c) show 0.6 as current size, not 1 The attempt to launch this vessel ends in a glitched kerbin (what is okay as i dont own the 1meter yet) Or is the fix more to start from "FoodSmall" to scale up and not from "Food"?
  21. *whisper* 2014-07-10 - release of v1.0-beta8a fixed RPM-Config-Error Message Download @CurseForge
  22. First off - WOW again! You guys are awesome! Shouts to Albert for all the time hes putting in here with updating, testing and supporting on problems. Thanks as well to MeCripp for the RPM-0.17 Patch I repacked all that, updated the first post and github, but also created a CurseForge page =) --- ProbeControlRoom 1.0-beta8a for KSP 0.23.5 - updated (again) 2014-07-10 Download @CurseForge Source @Github Licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. Requires - ModuleManager >= v2.1.5 - (optional) Toolbar >= v1.7.3 For RasterPropMonitor - RasterPropMonitor >= v0.17 - (optional) Vessel Viewer >= v0.5.1 - (optional) MechJeb2 >= v2.2.1.254 (DEV build! get it HERE) - (optional) SCANsat >= v6.0 RPM-IVA by 'Albert VDS' KnownIssues: - (minor) On a Vessel that "has a Kerbal that could IVA" returning from MapMode will end ProbeIVA All other transistions are catched, unmanned vessels are fine in all situations. - RPM complains about config issue (in contact with RPM-Maintainer) // fixed in beta8a - No brake indicator in IVA - Non-RPM-users still get the WIP ControlRoom from the first release Changes: 2014-07-10 - release of v1.0-beta8 Albert VDS: MissionControl, MeCripp: RPM to 0.17, MM 2.1.5 2014-07-10 - release of v1.0-beta8a fixed RPM-Config-Error Message NEXT: - fix known issues - 'release?' - "immersion" work (toggle sounds)
  23. This is exactly what should happen. Or am I missing something and it always "has the flag of the save game, but not the actual mission"? I´ll check this... // nvm. while typing Albert answered your question ;-) --- Oh, I´m sorry, let me clear this up: Im using conditions in ModuleManagers to replace my "stock-instruments IVA" with the config made for RasterProp like so: (dll_loaded) So much I like the ALCOR, I don´t want to make it a requirement to have it installed, but i can not "automatically turn it on/off" like I can with RPM because your ALCOR has no .dll with it. So instead, I will create an additional config to use also ALCOR-instruments inside my mod, this would be an additional download! To make that easier for the players you could add this file into your download once it's finished. - thats all =) --- You got most of them, I´ll just repeat for the record:
  24. Thats been done, I´ve been talking to Albert and the mod will get that thing once hes done I´m just waiting for that, with a short test this will become the v1.0 final as well =) --- These are not even mine, but the RasterProp screens But I see your point, for the "huge screens" the buttons could be a lot smaller for example... I´ll recheck this especially seeing Alberts awesome draft... maybe some screens "bound" to specific displays so they only get like one or two buttons... --- And ALCOR back to my mind, problems here remains: Didn´t got any reply from alexustas yet, so I think I will ship an ALCOR-Config as an additional download. --- Uhh, never heard of that! But I would guess the issue is that you keep controlling the bottom stage and that might disassemble (whats fine), to get around this: --- Also, a few other things splunged into my mind: - totally remove the "analog controls"? Navball, RadarAlti., 3h-Alti.? - multiple seats // "desks"? so you could use the V key to switch from the pilots desk over to the navigator with the big map screen... Oh, and thanks for all these nice words & feedback, its great to see there actually is a "need" for this mod and its beeing used^^
  25. NOTAM-IVA-Altimeter for KSP 0.23 - released 2014-02-09 Reassigns the IVA-Altimeter-Hands (InternalAltimeterThreeHands) to use 'Notice to Airmen' readings - means: hand100Name = MediumArm hand1000Name = ShortArm hand10000Name = LongArm instead off hand100Name = LongArm hand1000Name = MediumArm hand10000Name = ShortArm Download @CurseForge All credit on the "what to change" goes to reddit/u/deckard58 Im forming this into a "downloadable addon" on request - dont even ask me if that is correct or not ;P Requires - ModuleManager >= 1.5.5 License - Released as public domain. - Source: http://www.reddit.com/r/KerbalSpaceProgram/comments/1jnkas/notam_how_to_fix_the_iva_altimeter/ Credits what to change: reddit/u/deckard58 Wrapped in ModuleManager-Syntax: Tabakhase
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