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Everything posted by RoverDude
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Thanks -
I'll toss it in the next release and move a few other parts over
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parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
You are welcome Glad it got sorted - I'll have to peek and see if there's a better way of doing this. -
Got it - I just need to tweak the tab code a bit - MKS-Lite got it's first legacy parts
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@Deadpan110 - that's very odd. I'll take a look
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Ahh good, yeah if you're sorted then all is good otherwise I would have recommended a clean install and re-install of mods.
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It will be in MKS-Lite That's part of the deal, just being careful not to add too many parts
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So the usual 'advanced warning' deal USI-LS and UKS have both received major updates. MKS-Lite is next. What this means is that I'll be doing a few tweaks that: - Maintain MKS-Lite's simplicity - Establish better consistency with USI-LS and (some) aspects of UKS - Ensure MKS-Lite remains a logical stepping stone to UKS by not radically forcing paradigms to change as players step up. I'll publish an updated wiki at the same time I push the release
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For the former - does it have kerbals in it? Is it inflated? What do you mean by crew manifest? And the ag module does not need to have someone in it. Sorry, but it sounds like your install is a bit messed up
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Something is up. yes. When you say you can't enter... how are you trying to enter them? I need specifics, sorry
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(mine shows the opposite - it leaves the recyclers on even if you later turn them off :D) I do have an update, but it will be this evening
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hrm... let me take a look at that...
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0.3.10 - 2016.02.08 ------------------- Fixed an issue where recyclers were working without their resources
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@Yuri kagarin56 - give me a bit to run through the parts and such and make sure nothing got broken on my end first
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Unrelated - I love your work, @yorshee!
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A more thorough explanation below, but this is not adding an existing mod, it's a clean implementation and includes some bits that exist neither in AntennaRange nor RemoteTech. Thing is, the maturity of an unrelated mod's codebase is pretty irrelevant (other than showing that a particular feature is of interest to the players). Something important to remember is that modders kinda hack away at the edges of KSP via the publicly available interfaces. So the way I code a mod is radically different than how I code a feature for stock. There's a very huge difference between extending these existing public interfaces vs. having direct access to modify everything from how command and control works, through direct modification of the flight and map interfaces, being able to do fun things like add prefabs, change private members of existing part modules, etc. In other words, even if we chose to roll in an existing mod (which we did not - this one was built from scratch), about the only thing that would make it in would be the name.
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[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
RoverDude replied to TriggerAu's topic in KSP1 Mod Releases
Thanks! -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
RoverDude replied to TriggerAu's topic in KSP1 Mod Releases
Quick request: Can we please respect the IsVisible=false that was added to resource definitions? It's causing a bit of confusion with hidden resources. Thanks! -
parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yep, I'll label this discussion chain under 'misuse of Unity wheel colliders'