-
Posts
9,074 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by RoverDude
-
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
It's designed to fit with the 3.75m ones. Not adding new containers or racks at this time. Those long ball-tank segments are meant to fill in the upper gaps. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
It's an issue -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I had it on the 3.75 only - I'll add it on the 5's -
discussion Discussion - Community Category Kit
RoverDude replied to RoverDude's topic in KSP1 Mods Discussions
CKAN handles it pretty reliably, tbh -
Should have a release at some point this week, Just avoiding slamming too many updates at once
- 1,473 replies
-
- 1
-
-
- parts
- construction
-
(and 1 more)
Tagged with:
-
yup yup I'll be reworking the main MKS thread to have options to radically simplify things, but that's taking a back seat to cleaning up all of the releases first
- 706 replies
-
- 7
-
-
- gameplay
- colonization
-
(and 1 more)
Tagged with:
-
discussion Discussion - Community Category Kit
RoverDude replied to RoverDude's topic in KSP1 Mods Discussions
I pushed a fix already -
@MiniMatt - please give me exact repro steps on an install with only the latest USI-LS
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
FYI new release is up
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
The Ui Flicker Bug - In stock
RoverDude replied to Tr1gg3r's topic in KSP1 Technical Support (PC, unmodded installs)
Not a correct analogy. For example. 32 bit stock will absolutely choke if you put in a bunch of parts with high res textures. Note the OP had to add a LOT of parts to repro. While the issue is related to stock mod support, the issue is not one with stock KSP - it is an issue with modded KSP. Words are important. (To use your analogy - this is more akin to complaining that the door can't fit ten people in it abrest, or that it is too narrow for Aunt Lulu... ) -
discussion Discussion - Community Category Kit
RoverDude replied to RoverDude's topic in KSP1 Mods Discussions
Already fixed - was a metadata typo As soon as a couple of modders want to do this to resolve a conflict, we can do it But remember the point is not to just add a bunch of categories, the point is to add the ones we need to avoid conflict. -
The Ui Flicker Bug - In stock
RoverDude replied to Tr1gg3r's topic in KSP1 Technical Support (PC, unmodded installs)
We'll agree to disagree, but the general convention when someone says 'stock bug' is that it appears in the game out of the box. I can (trivially) make mods that crash the game. Are those stock bugs or mod bugs? Nobody is debating that it's something that should be looked at, but it's best to be clear on terminology. -
It is a part count issue. Not a USI issue. There's another thread on this already.
-
parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Found it. New MKS release coming out again... -
The Ui Flicker Bug - In stock
RoverDude replied to Tr1gg3r's topic in KSP1 Technical Support (PC, unmodded installs)
Part count. The vid above shows it, and QA has not repro'd this in a STOCK install (and by stock I mean... well.. stock. Not duplicating hundreds of parts). Also - it's the weekend. Believe it or not, we developers like to spend time with our families. I call shenanigans on that being a 'stock' environment. What he has shown is what was suspected - LOTS of parts (significantly more than what stock has) shows flicker. Which is helpful, but to be clear, we have not repro'd this in a stock install (which is what we test against). This is because we triage and work off of a private tracker. There's plenty of stuff going on in the background that you are not going to see on the public tracker side. It is also a heck of a stretch to assume no feedback will be given again. And I call shenanigans on it being a stock bug as noted above. The info is helpful, but this issue will only manifest in modded installs (i.e. ones that add a lot of parts). -
Which scene? I can't repro this... They are completely gone with KSP 1.2 - you'd need to lift them from an earlier release and manually drop them in The incremental crew issue is sorted in the next release. And glad the mod is working out for you and your shuttle
- 5,673 replies
-
- 3
-
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
discussion Discussion - Community Category Kit
RoverDude replied to RoverDude's topic in KSP1 Mods Discussions
Thanks for the discussions To be honest, I don't see this adding very many categories at all - we all have our unique ones in our mods (or prefer the category-per-mod approach). It's specific sweet spot is handling those few cases where there's a direct conflict (i.e. 'Life Support' - which started the conversation). @neamerjell - I would agree you probably want something other than CCK for that kind of list, like FE, etc. @IgorZ - IMO if you feel the stock payload category makes sense, stick with that - tho I saw that more as 'parts that contain other parts' like cargo bays, cargo trusses, etc. - I already have a Logistics category for the USI stuff... which is where I stick my KIS bits. I am wondering if Containers makes sense as a catch-all for 'boxes for stuff that doesn't make things fly' - so leave fuel tanks, Karbonite tanks, etc. in the 'Fuel Tanks' bucket, with your KIS containers and other misc. resource containers in a new 'Containers' bucket. I also think implementing fallback would be a little tricky, and in a way breaks the concept a bit - i.e. I could already code to avoid KPBS life support from @Nils277 or vice versa - much easier to just either use a different category (if I felt that made sense), or take advantage of a new one with no code required. i.e. similar to CRP, where once you opt in it's bundled, you're not restricted to only what it provides, but you don't stomp over what it does. One of the reasons I wanted to make sure folks who participate have collaborator access is to cover the odd case where CCK not being updated is impacting their ability to release a mod (i.e. I get hit by a bus on release day...) @DStaal - I could see Rovers, Construction (which could cover EL parts as well as mods that support them), Bases, etc. as good candidates, but I think sticking to the concept that we add nothing till two modders determine there is need or value will go a very long way towards preventing bloat and clutter. Oh.. and version 0.1.0 is up on GitHub and (assuming the metadata is good and CKAN reindexes) CKAN. -
Nope constellation is not redeployed yet - will do so tonight. In the interim you can just nab the latest version of USI-LS and you will be ok
- 5,673 replies
-
- 1
-
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
Got it - redeploying now
- 5,673 replies
-
- 2
-
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
hmm.... Odd... let me check that then.
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
There's a brand new folder in the Zip - Community Category Kit. They will be visible in there (make sure you didn't omit it when you downloaded). If you got it from CKAN... you need to get USI-LS from GitHub manually until they sort things.
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
I offer a lot more than three in USI Core...I expect you could get industrious with an MM config tho, There is a brand new USI-LS that just went up a few seconds ago. Try that one. it fixes a few bugs.
- 5,673 replies
-
- 1
-
-
- usi
- life support
-
(and 1 more)
Tagged with: