Jump to content

iPeer

Members
  • Posts

    65
  • Joined

  • Last visited

Everything posted by iPeer

  1. This should work with almost any launch clamp unless they don't use the stock LaunchClamp module (which the FASA clamps do). I know EPL uses a custom module, for example. I've actually never seen anyone using clamps without the stock module have the issue, though support should be able to be added for them. Your points about the recovery and lights etc. on the clamps are good points. I'll have a look into this stuff and see what I can come up with. Thanks for the feedback!
  2. AS OF VERSION 1.0.5, THIS MOD IS NO LONGER REQUIRED (HOORAY!), IT DOESN'T EVEN WORK ON 1.0.5, BUT WILL NOT BE UPDATED TO FUTURE VERSIONS! It's a fairly well know issue that launch clamps like to follow vessels you're launching into flight, often ending explosively. This mod aims to fix this by deleting the clamps as soon as you launch the vessel. Nothing much to say, really. Download from GitHub Alternatively, from KerbalStuff Also available on CKAN as ClampsBeGone Source code! Check the entire release list to help test new versions! Licensed under GNU GPL 3.0! Dates are dd/mm/yy 17/08/15, v1.2: * Added an option to delay removal of launch clamps (default: OFF). Delay can range from 1 second to 2 minutes (default: 10s). * Added an options GUI to help configuration. * Added an option to have clamps explode instead of being deleted (default: OFF). * [#3] Vessels will no longer vaporise when EVAing Kerbals while in a PRELAUNCH state. * ClampsBeGone will no longer run while the player is using non-physical timewarp. 29/07/15, v1.1.2: * [#2] Fixed an issue that caused FASA's umbilical towers to nullref when being refunded in career saves. 28/07/15, v1.1.1: * [#1] Fixed an issue where certain mod clamps were being removed before a vessel was launched, causing the game to nullref, catastrophically in some cases. 28/07/15, v1.1: * Added KSP-AVC support * No longer requires launch clamps to be single-part vessels. * Will refund the cost of clamps (and any part attached to them) in Career saves. * Support for non-stock LaunchClamp modules (see https://github.com/iPeer/ClampsBeGone/wiki/Adding-Mod-Modules) 27/07/15, v1.0: * Initial release
  3. Updated to 2.0.11: * [#24] Fixed an issue where AGOS' toolbar buttons could become stuck in a disabled state if the player changed scene while controlling a Kerbal * [#26] Fixed AGOS using incorrect value ("System.String[]") as a part's name when saving part linked groups.
  4. Update to 2.0.10, lots of bug fixes! * Exposed option to alter the chance of the Taco AGOS button being used. * Exposed option to alter the chance for how often the Fine Controls easter egg fires. * Added an option to disable special occasion messages. * Added a button to the settings GUI to allow users to reset AGOS' settings to their defaults. * Dialogs that are used to inform the player of something or ask for basic input no longer use OnGUI, but KSP's native PopupDialog class. * Tweaked the button images for the stock toolbar slightly. They should be less jaggy on smaller screen resolutions now. * Completely new anti-clickthrough system! * AGOS can now hook into the Engineer's Report to show information on its configuration. * The button to open the settings GUI has a sweet icon now. * AGOS will now remove unneeded (AGOS related) textures from memory upon startup * [#14] Fixed an issue that was causing InvalidOperation exceptions to be thrown when sending a Kerbal on EVA. * [#15] Fixed an issue where AGOS would not see groups configured for stages less than 0 as invalid. * [#16] Fixed an issue which made it possible to assign group configurations to Kerbals on EVA. * [#17] Fixed an issue causing invalid stage number inputs (such as letters) to be parsed as 0s instead of being ignored. * [#18] Fixed an issue where switching vessels during configuration of part linked groups would allow them to be applied to the wrong vessel. * [#19] Fixed an issue where AGOS would cause an editor-breaking NullReferenceException when loading vessels created with AGX after removal of AGX. * [#20] Fixed an issue causing part linked group configs to have the vessel's current name in their reference string if created during flight. * [#21] Fixed an issue that would allow group configs that had not been fully configured to be assigned to vehicles. * [#22] Fixed an issue where AGOS would not clear configured groups if all parts of a vessel were deleted from the editor scene.
  5. Changing the flags of Kerbals on EVA is disabled as it was deemed kind of pointless with the fact it resets as soon as they board the vessel again. The distortion - the flags being kind of "squished" into the button - is something I'm looking at to try and fix. As for refreshing the flags folder, not sure. If the built-in flag browser doesn't auto-refresh then you might be out of luck.
  6. AS OF AUGUST 9TH 2016, I AM NO LONGER WORKING ON ANY MODS FOR KSP. FOR MORE INFO, SEE THIS PASTEBIN. DEVELOPMENT OF THIS MOD HAS BEEN TAKEN OVER BY @adsii1970. YOU CAN FIND THEIR THREAD HERE. Ever launched a rocket to discovered you forgot to change your mission flag? Previously, you'd have to revert to the editor (or recover), switch the flag and launch again... NOT ANY MORE! With this carefully crafted file of specifically chosen letters you can change your flag at any time while in the flight scene. Mun, Minmus, Eve, below Jool's surface... you name it, you can change your flag there. Just click the handy-dandy button that shows your current flag on the toolbar (which will show the flag of your vessel's root part), pick your new flag and you're done! Exactly how do all the flags on your ship get reprinted in an instant? Well, actually, we don't know, but we're told it has something to do with portals and toasters or something. We're sure it's all very complicated. Please note this will only effect your active vessel. Our toasters aren't powerful enough to do it on a global scale, or at least that's what the scientists told us. Planted a flag on a planet only to realise it's not the right one? You can change those, too! Our top scientists tell us that it should work with any part mod, so long as they don't use a custom FlagDecal module, whatever that is. Download from Github On CKAN as InFlightFlagSwitcher Bug reporting guidelines Source code is licensed under GNU GPL v3 Part by part flag changing requires Module Manager (included)! CHANGELOG Dates are dd/mm/yy 19/04/16, v1.0.2: * Updated to work with KSP 1.1 09/11/15, v1.0.1: * Recompiled against KSP 1.0.5 binaries 06/07/15, v1.0: * Initial public release! 05/07/15, v1.0-dev3: * Fixed toolbar button not updating to the flag of other vessels when they're switched to * Pre-release code refactoring! * Can now toggle flag on a part-by-part basis (Right click the part you want to switch and hit "Change Flag") 04/07/15, v1.0-dev2: * No longer allows changing of flags while controlling Kerbals. * Button will now remain visible while in map view. 03/07/15, v1.0-dev1: * Initial private release. CREDITS: MatoroIgnika from KSPTV for the original idea Mihara for their code on how to get the FlagBrowser prefab
  7. Updated to 2.0.9: * Added an option to always use the 'alternate' AGOS button textures. * Added an option to have AGOS' custom action groups appear at the bottom of the configuration window's list. * Added an option to allow AGOS to create AGOSrelated Kerbals in new (and existing) non-Career saves. * Duplicated actions groups are now removed before saving as well as on vessel switch and flight ready events. * Invalid action groups are now highlighted in red. "Invalid" means if they're configured for stages above the stages the vessel has or are linked to a part that was removed. * Tweaked how the main AGOS GUI works slightly. * Added an options button to the main AGOS GUI (the ... button). * All variations of AGOS' textures for the stock toolbar button are now contained in one file, meaning slightly less RAM usage. Sadly, this is not possible for Blizzy's toolbar, they are still separate textures. * Added messages for special occasions (dev's birthdays, Christmas, New Year, that sort of thing) to AGOS' main GUI. The (stock) toolbar image will even dress up for the occasion! * Added an option to allow users to enable AGOS' debug features (These might break your game, you've been warned * Fixed AGOS' settings GUI sometimes throwing nullrefs when opened at specific times. * AGOS will now only save its settings to file if they've actually changed. * AGOS' should now correctly handle action group configs when two ships dock. * Fixed nullref when opening AGOS' GUI without visiting the Editor first.
  8. Originally suggested by Kofeyh of KSPTV, this mod allows players to assign enabling or disabling of Roll, Pitch and/or Yaw to action groups so they can be switched easily during flight. Yes, these are available as part of Actions Everywhere by Diazo, however, AE is a lot more in depth. This mod only focuses on Control Surfaces. If you want a wider range of groups, or compatibility with FAR, consider using that instead. Not currently compatible with FAR. If you want these action groups to work with FAR, consider using Actions Everywhere instead. Requires Module Manager (included). Download from GitHub (Source) Alternatively, download from KerbalSutff Licensed under GPL-3.0 This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin.
  9. Updated to 2.0.8: 17/05/15, v2.0.8: * Added support for Blizzy's toolbar * Added a new AGOS action group that can be told to fire after so many seconds. * Updated AGX intergration to use new external methods for getting group names. * Fixed an issue that could cause AGOS' input locks to persist through scene changes * Vastly improved AGOS' vessel switching logic. Action group configs should now display correctly when switching vessels. * Improved how AGOS handles action group duplication on flight reverts. There should be *no* circumstances in which this happens now. Note to users of AGX: If all your action group names are coming back as "UPDATE AGX", please update to AGX 1.32b.
  10. Originally suggested by Kofeyh of KSPTV, this super simple mod allows players to assign levels of throttle limiting to an engine on their craft through the magical power of action groups. These action groups work like any of the stock ones, meaning they will also copy to symmetry counterparts. Note that users of AGX will have to abide by AGX's cooldown periods and cannot simply spam a button. Plan your groups accordingly. Requires Module Manager (included). Download from GitHub (Source) Alternately, download from KerbalStuff Licensed under GPL-3.0 Change Log(dd/mm/yy): [SIZE=3]18/05/15, v1.0.2: * Added KSP-AVC support * Fixed blocking code stopping updates on subsequent modules * No longer change the limit if the engine is not operational. 12/05/15, v1.0.1: * Fixed an issue that allowed throttle limits to above above 100 and below 0. 10/05/15, v1.0: * Initial release[/SIZE] This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin.
  11. Updated to 2.0.7: 06/05/2015, v2.0.7: * Art pass on toolbar button * Fixed a couple of things that relied on statements that would never fire. * Rewritten AGOS' settings code * Action groups are now limited by tech level in Career mode. * AGOS now has a settings GUI (click AGOS' toolbar button to open)
  12. Updated to 2.0.6! 02/05/15, v2.0.6: * Fixed an issue that could cause action group configs to be overridden by a previous flight's if the player transitioned to the FLIGHT scene without going through the editor first. * Non-Custom (SAS, RCS, Lights, etc.) action groups are now correctly listed with AGX installed. * Due to this change, some group IDs were changed. If you run with AGX, double check your group configs. * Fixed an issue where action group configs could duplicate if the player reverted to launch and then reverted to the editor. * Fixed action groups being fired multiple times when staging. * All selected action groups and part links are now cleared when the GUI is closed in the editor if they're not commited. * AGOS' GUI will no longer close on Part.OnDestroy() events. Edit: If your action groups show numbers before them in AGOS' GUI, redownload and reinstall!
  13. "Updated" to version 2.0.5. No code changes, just updated the .version file for KSP 1.0.1.
  14. You guessed it, yet another bug fix update. 1.0 seems to have done a right number on the code :/ Update to 2.0.4! 30/04/15, v2.0.4: * Fixed an issue causing action group configs to duplicate massively on revert to editor. * Confgurations are now cleared when starting a new vessel in the editor. * Previous AGOS configurations are now cleared when starting a new vessel in the editor.
  15. If you attach a config to a part, that group will fire whenever the stage which that part is classed as being in is activated.
  16. Log file? Did you configure the action group (not AGOS) correctly? Does your ship have power?
  17. I test this stuff, I swear. Updated to 2.0.3... 30/04/15, v2.0.3: * Fixed an issue with part locked configurations when reverting to the editor.
  18. Updated to 2.0.2! 30/04/15, v2.0.2: * Added compatibility for Action Groups Extended. * Fixed an issue causing part references to be lost when reloading a vessel.
  19. Thanks for the log. Looks like you're currently running Action Groups Extended which AGOS is (currently) not compatible with (It's being worked on!). Edit: See post below
  20. What version of AGOS are you running? If it's the latest (2.0.1), I'll need a log file.
  21. AGOS will lock the editor while its GUI is open. This is done to prevent the click-through bug from happening while configuring action groups. Closing AGOS' GUI should re-enable all editor controls, is that not the case?
  22. Pushed an update to AGOS, fixing an issue to do with group saving for crafts created before installing AGOS. Latest release can be found here. Users experiencing the loading issues should update and see if the issue persists and report back with their findings.
  23. Are you using a new vessel (created in 1.0), or a vessel from a previous version? Do you have a log file? AGOS is currently meant to be visible for every part (it's so you can "lock" groups to specific parts). I've been thinking about limiting it to only certain ones in the future, though.
×
×
  • Create New...