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Angelo Kerman

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Everything posted by Angelo Kerman

  1. I definitely need more logs to solve that one. Not enough context, unfortunately. Switchback2 is different than the original Switchback. Looks like something got mixed up while working on my tablet. I've fixed that in 0.9.17
  2. The Jetwing is already in its own separate folder: Buffalo/Parts/Jetwing. You can also delete 000WildBlueTools/Parts/Science to remove the plasma tvs.
  3. Yup it's definitely possible, but it takes some code to do it. MOLE uses custom templates and the WildBlueTools plugin to make it work.
  4. Annnd you probably want the latest release that updates Pathfinder to 1.1.2...
  5. In case you missed it, DSEV 1.1.4 for KSP 1.1.2 is now available. You can download it here.
  6. Not really, but I will have updates this weekend so everything is in sync. I'm in the process of getting the latest CRP and ModuleManager, and rebuilding the plugins.
  7. ... And KSP 1.1.2 is out, heh! Once I get a new MM dll I'll update Snacks again.
  8. Ok here is Snacks 1.1.4 Changes: - Fixed an issue where snacks weren't provided to non-command crewed parts. - Rebalananced Snack amounts for non-command modules to 400 per crewmember. NOTE: This will only apply to new vessels. For existing vessles, temporarily rename patch.cfg to patch.txt, and rename rebalance.txt to rebalance.cfg. Start your game, load your vessels, and then exit the game and rename the files back to rebalance.txt and patch.cfg. Also, the snack allotment needs some playtesting to find the sweet spot. 400 snacks per crewmember (1600 for Hitchhiker) might be a bit much, but the OP said it should be 200 snacks per, giving you 800. I'm thinking more like 300, but depends upon what people find during testing.
  9. Do you have a picture or two demonstrating this? I'd like to fix a few colliiders that I think are still causing issues. Thanks!
  10. Yup, pretty much. Although the WBIDockingPortHelper might not like you, so maybe instead just delete the ModuleAnimateGeneric and WBIDockingPortHelper. The docking ports will function as a normal docking port but you won't have the fancy fancy lights.
  11. @taniwha By chance were your recycler triggers mesh colliders? With KSP 1.1 I noticed that many of my mesh collider triggers would not work. For instance, my kerbals could not enter capsules and were stuck a few centimeters away from the door. When I changed the mesh colliders to box colliders the issue went away. I had to do the same thing on my space docks. Hope that helps, thanks for such a great mod.
  12. I would think that you're ok with a box collider on the bottom since that interacts with the ground, and mesh collider elsewhere.
  13. Right. I had to use a box collider where before I had a mesh collider. When I had a mesh collider, my parts would not stick to the ground despite being attached. When I changed to a box collider that issue went away.
  14. Ok, I just noticed that the OP lists 200 snacks per crew while the current versionhands out 100 Snacks per crew. I'll fix that tonight.
  15. Snacks 1.1.3 is now available for download. - Fixes versioning name and KSP version requirements - Recompiled for KSP 1.1.1 Once again I'm going to give it a month to see if @tgruetzm comes back and if not then I'll continue developing the mod. Based upon the comments it sounds like most like the small footprint of the mod, but it needs some tweaks. Maybe something like doubling the snacks you get with non-command parts from 100 per crew to 200. That would make long distance trips a little easier but still account for the need for additional crew space. That would be the simplest solution to recycling versus more storage parts.
  16. @taniwha Thanks to your document I was able to RTFM and set up my drydock for MOLE.
  17. 0.9.15 - updated to KSP 1.1.1 - Increased breaking force of the Saddle and Switchback. Hopefully this will help reduce kraken attacks. - Moved the Stockyard 250 to Advanced Construction (same as EL Orbital Dock) - Slight update to the Tunnel Extender
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