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Papa_Joe

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Everything posted by Papa_Joe

  1. When I made my pass over the DLC parts, I considered that, but decided against it. Now that you mention it, given that there are no internals that would preclude such a connection, I would tend to agree that surface attache should be allowed. I will make that change and include the updated configs with the next release. As a work around, you can edit the config yourself or enable custom passibility in the settings, and that will allow you to tweak your passibility settings in the VAB/SPH for the tubes.
  2. @HebaruSan, due to multiple requests for a KSP 1.3.1 specific version of PlanetShine, I have distributed a version specific release. Of course this throws off the latest release tag in GitHub, so I wanted to give you a heads up on the specific GitHub release tags and version files for each version. KSP 1.3.1 version release tag: https://github.com/PapaJoesSoup/ksp-planetshine/releases/tag/0.2.5.3 KSP 1.4.x version release tag: https://github.com/PapaJoesSoup/ksp-planetshine/releases/tag/0.2.6.1 KSP-AVC Version files: KSP 1.3.1: https://github.com/PapaJoesSoup/ksp-planetshine/blob/ksp131recompile/PlanetShine/Distribution/GameData/PlanetShine/Plugins/PlanetShine.version KSP 1.4.1: https://github.com/PapaJoesSoup/ksp-planetshine/blob/master/PlanetShine/Distribution/GameData/PlanetShine/Plugins/PlanetShine.version Note that the KSP 1.3.1 version is built against a different branch in the version file links above Thanks! Hope this helps!
  3. @Gordon Dry and @PossiblyPrecarious, the only reason I can think of to support a KSP 1.3.1 release would be to update KSP-AVC and allow CKAN indexing for that version of KSP. With that said, I will look to see If I still have a 1.3.1 install available to recompile against. I make no promises. Update: I have recompiled a branch to target KSP 1.3.1. This release is version specific and can be found here: https://github.com/PapaJoesSoup/ksp-planetshine/releases/tag/0.2.5.3 the OP has been updated to provide a link for the KSP 1.3.1 version and the KSP 1.4.x version. I will notify CKAN of the release.
  4. I cannot answer this question. A log file would be helpful in assisting you with your issue. When you ask if there is a problem with Kerbalism, and say you cannot transfer science, are you using the SM science interface and it says zero there? What parts are involved, and what science if any have you gathered? Steps to reproduce, and possibly craft files and or your gamesave would be helpful. It certainly is possible that there is come incompatibility, but without more information I cannot help you.
  5. thanks for the feedback, and the troubleshooting aids. I will take a look
  6. Thanks. I'll take a look. Update: found the issue. Changes to KSP since 1.1, and Module Manager's caching expectations required the relocation of the settings.cfg file to the plugin/PluginData Folder, comforming with KSP suggested mod folder structure. The settings were no longer being captured by KSP and necessitated a load of the config file in the mod before searching for the config data. I updated the code to load and read the config file properly. New Release out: v1.6.2.1 Long Lost Update! - Fixed hotkey reassignment in config file not working. Git Issue #1 - minor cosmetic refactoring (no functional changes)
  7. Just a testament to the mod's popularity. Comes with the territory. All credit goes to @BahamutoD for conceiving such an awesome mod. The BDAc team can only hope that we keep up with the community. Yes, the unity version change created some issues (shaders and particles changed), so we are resolving that. Additionally we had our normal feature and support branch changes to incorporate. Not long now. a couple more issues being worked out.
  8. New Release: release v1.2.6.1 release date: 09 Apr 2018 - Made solution structural changes to ensure improved multi developer support and distribution. Reorganized / cleaned up solution folders - Added missing configs configs to CLSStockFreedomAddon.txt per PR97 by wookieegoldberg, Thanks wookie! this updates some renamed parts, and adds some Making history parts. Should be right now.
  9. Thanks I'll look at my build process. Update: Found the issue. your PR was done against a different folder than the one I use for the build process. The solution was really not well organized. I'd been putting off doing the reorg due to time, but it bit me this time around. I've since cleaned up the solution, and got rid of the redundant folders. Much better organization now. New release coming soon.
  10. Since when do you have time for a new career? I hope your streaming goes well!
  11. New release: release v1.2.6.0 release date: 09 Apr 2018 - Added configs for new Mk1-3 pod to base CLSStock.cfg - Added configs for Making History Expansion - Added configs to CLSStockFreedomAddon.txt per PR97 by wookieegoldberg, Thanks wookie! this updates some renamed parts, and adds some Making history parts. Enjoy!
  12. I'm not sure why you would require a "proper" release. All the feedback I see on the original forum thread indicate that the mod worked just fine with KSP 1.3.1. Now, I cannot speak for an RO/RSS install, but I cannot imagine why it would not work. If you can provide a compelling reason for a "proper" release on a known working mod, I would be happy to entertain you. However, with all due respect, I think my efforts are better placed supporting and updating mods that have issues.
  13. Thanks! I'll look it over and provide comments. I have some other configs I've completed. we will see if there is any overlap.
  14. Just a note to inform everyone that I have assumed support of this mod in @DaMichel's absense. Link to updated mod is here: I have attempted to contact the mod author to let them know of my intentions. Details are in the thread above.
  15. @HebaruSan, just a note. PlanetShine is now maintained by me. forum link: Github Link to .version file: https://github.com/PapaJoesSoup/ksp-planetshine/blob/master/PlanetShine/Distribution/GameData/PlanetShine/Plugins/PlanetShine.version Would you be so kind as to update the index for this fine mod? Please let me know if there is anything else you need.
  16. Is it not yet listed? Ok I'll pop a note to the CKAN folks.
  17. Don't know if you need to know, but I thought I'd make an announcement. Improved Chase Camera is now KSP-AVC supported. I'm guessing with a proper version file, you can index it? link to version file: https://github.com/PapaJoesSoup/ImprovedChaseCamera/blob/master/Distribution/GameData/ImprovedChaseCamera/ImprovedChaseCamera.version
  18. Improved Chase Camera NOTE: @BahamutoD has moved on to bigger and better things, and I've been maintaining this mod since KSP version 1.1.2 (sort of ). I figured it was time to create a separate thread to track this. I've cloned Baha's original OP to maintain continuity. Baha's Original Post: Version 1.6.2.1: Download from GitHub: Source on Github Now supports KSP-AVC Change Log: What is Improved Chase Camera? This plugin gives you the option to make the camera follow your surface velocity vector. This gives you a better feeling on how your plane is moving, its angle of attack, sideslip, etc. Press Tab to toggle. (You can change the key in settings.cfg). Toggling it off and on will bring it back to the default view angle. Set autoSnap to true in the config to have it always snap back to default angle. The default view angle can be changed in the config file as well. Two modes: 1. Toggle while in Locked mode: Camera rolls with plane. 2. Toggle while in Free mode: Camera stays level. Chase mode: Free chase mode: All credit for this mod Goes to @BahamutoD. License remains GPLv3 GPLv3
  19. Sorry for the long delay. I have just recompiled Improved Chase Camera for KSP 1.4.x You can find it here: https://github.com/PapaJoesSoup/ImprovedChaseCamera/releases v1.6.2 Long Lost Update! - Recompiled for KSP 1.4.x compatibility - updated code for vessle worldCOM and vessel localMOI changes in KSP structure. - Added KSP-AVC support (version file added) I will create a new thread for this so we have a means to track and update the OP. Update. New Thread is here:
  20. It is a very subtle effect, but it is noticeable when you look closely. Also you can increase the effect using the advanced settings (same place where you can turn on and off the effects...)
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