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Papa_Joe

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Everything posted by Papa_Joe

  1. VesselMover has been released. Also I've finally updated the Vessel Mover thread as well. you can locate VesselMover in the OP under a hidden block, or from the VesselMover thread. It is now available again on Github and SpaceDock. VesselMover v1.7 - 1.4 recompile and upgraded to latest Unity - Updated AppLaungher toolbar button to support new Unity Compression. Increased icon size to 128 x 128
  2. Update after all this time to this thread New release: v1.7 - 1.4 recompile and upgraded to latest Unity - Updated AppLaungher toolbar button to support new Unity Compression. Increased icon size to 128 x 128
  3. Yes! Perfectly described. VesselMover has had some love. We will be releasing an updated version (KSP 1.4.1 compatible) in the late AM on Monday, US Central Time.
  4. Yet. Correct. We are working on 1.4 now, as mentioned in the OP. The changes to Unity version have created issues, and opened opportunities. Both particles and shaders were impacted by the changes. We are correcting the existing issues, and deciding on what opportunities to attack. Likely it will be mostly corrections and get it released, but the opportunities are tempting. Rest assured that the team is on it.
  5. Kerbal Flight Indicators Note: @DaMichel has given me his permission to maintain this mod in his absence. I have forked the Repository and will continue support going forward, or until he returns to continue support. I have cloned his page to note the change in mod support. I'm not renaming the mod to make it easier to keep track of it. What is Kerbal Flight Indicators? It draws a couple of markers directly in your field of view. It shows Horizon Attitude Velocity Vertical direction You can turn it on/off with the toolbar button. Download Release Page on GitHub (Source code on Github) Installation: Extract the contents of the zip file into the GameData directory. Note: I have added support for KSP-AVC version file now included. Configuration: Is done by editing settings.cfg in GameData\KerbalFlightIndicators\Plugins\PluginData\KerbalFlightIndicators. To change colors, you'll see lines like "horizonColor = 0,0.5,0,0.8". The numbers represent Red, Green, Blue and Alpha components, going from 0 to 1. Alpha means opaqueness, where 0 is completely transparent. New values should take effect on the next flight scene. To let indicators appear on top of the IVA cockpit again, change drawInFrontOfCockpit = False to drawInFrontOfCockpit = True. Mod Recommendations If you want to see more information, have a look at SteamGauges and RasterPropMonitors (IVA) and NavHud Renewed. Mouse Aim Flight Supports Blizzys Toolbar. The KSP app toolbar is supported since KFI R11. Picz My Imgur account is almost full of images so i'm probably going to delete the previous sequence. Have this instead. Changelog on GitHub Known Issues * This release has the potential to cause strange issues with other mods, like HUD elements or use custom cameras. Please report odd issues. Acknowledgements Current mod maintainer: Papa_Joe I've only continued maintenance on this mod. All credit is due to the original mod author. Original mod author: @DaMichel Original Mod Post: https://forum.kerbalspaceprogram.com/index.php?/topic/72595-13-kerbal-flight-indicators-release-15-2017-08-14/ @DaMichel originally acknowledged the following: * I used some code from SteamGauges http://forum.kerbalspaceprogram.com/threads/40730-0-23-SteamGauges-V1-5-Analog-Radar-Altimeter-and-More! by Trueborn. Thanks for putting it under a not too restrictive license. * Thanks to Blizzy for his Toolbar. * I would also like to thank Pizzaoverhead (KerbTrack) and Navyfish (DockingPortAlignment) for their plugins from which i learned how to do things. License http://creativecommons.org/licenses/by-nc-sa/3.0/
  6. Yes, it is a simple Module Manager patch. Ok. I'll add a config file for them. As a side note, I could simply add a PR to your repo and you could add it to your mod. Then, if you later decide to add other parts, the templates will be there. your choice. Ok, I've taken a look at the parts listed in your mod, and I don't see any that would be good candidates for crew movement. I briefly considered the service bay, but that is not pressurized (doors can be jettisoned), so I'm not including it in the Making History configs. So, at this time Disregard the need for CLS compatibility.
  7. Follow up on expansion parts. I've made a first pass at the configs for the parts, but wanted to discuss a few things before I release. WIth the kv (vostok) pods, based on the historical documents, these were not passable, with the one notable exception of the 2 man pod where the first spacewalk occurred. Given that the technology existed for hatches then, I went ahead and allowed for the bottom node to be passable. This is not "strictly" historical, but I feel allows for gameplay options with these pods. With the Mk2 pod, (Gemini equivelent) I allowed for passability through the top node. While this was not "historical" a DockingPort Jr, can be placed there, and it seemed to me that it is reasonable to assume that a kerbal could pass through, albiet tightly. The new Mk1-3 pod is added to the base game so I've added a new config in the stock config file to support that. Finally the shrouds and tubes, I made passable. seemed to make sense with their likely intended "and unintended" use cases. Thoughts?
  8. Have you considered supporting Connected Living Space? I'm working on config files for the expansion, so there will be examples in the Mod when complete. Let me know. I'd prefer that you do it, but if not, I will try to add support for these parts.
  9. CKAN must update their meta file. I have updated the KSP-AVC version file, so it should be swept within 24 hours or so.
  10. New Release Version 0.2.5.1 17 Mar 2018 - Recompiled for KSP 1.4.1 - Fixed: ApplicationLauncher textures no longer render correctly. Increased image size to 128 x 128 to support Unity 2017 compression. - Fixed bug with creating Tourist profession kerbals. Caused endless loop.
  11. New Release release v1.2.5.8 release date: 17 Mar 2018 - New: Recompiled for KSP 1.4.1 - Fixed: CLS ApplicationLauncher Button is blurry in KSP 1.4.1 update. Updated textures to 128x128 px. Git issue #95. - Added back in Recoupler support. Previous PR#83 accidently removed it. Merged PR#94. Git issue #83. Please note that I have not yet added support for the new parts in the Expansion. I'm working on that now. First I wanted something that was compatible.
  12. New release (Finally!) Version 5.2.1.0 - Release 17 Mar 2018 - KSP 1.4.1 Edition - New: Recompiled for KSP 1.4.x compatibility. - Fixed: Bug in Selected Target Mouseover. CLS Target Crew Part was incorrect color. Git Issue #53 - Fixed: Updated icon graphics to restore quality after Unity update in KSP. Increased image sizes to 128 x 128 px (Git Issue #52) - Fixed: Sometimes the Manifest window will not appear. Git Issue #49 - Fixed: gain/loss of resource(s) in transfers. (thanks to Arivald Ha'gel for the PR #48!) - Fixed: RT antennas not appearing in the control window. PR #48 - Fixed: Kopernicus Solar panel detection problem (Git Issue #47) PR #48 - Fixed: Correct version file data to agree with release version. Git Issue #46 As always, if you find bugs, please post in the forums. Better yet, create an issue in Github. Best of all, create a PR for the fix and target the Dev Branch. Enjoy!
  13. Yes. and there is sufficient info coming from CLS to allow you to know if the part can seat kerbals, or is just a pass through. Of course you can get crew capacity from the base part as well, avoiding the reflection call to CLS
  14. Part passability is defined in a Module Manager config file. CLS comes with a large number of mods supported, either by CLS or by the part mod authors themselves. There is a wiki on how it works and how to create config files. While I don't know the IVA mod, I could see where you could interrogate a part to determine if it is passable via a part module that CLS includes, to determine if an IVA view would be needed.
  15. Let me check. I thought I merged those in... Nope you are right. thanks for catching that. I will be sure to merge with the image file updates.
  16. Excellent. I've been using svg in my android development. I may switch over to that myself.
  17. There is a warning generated in the KSP.log. it mentions compression. Based on discussions, it looks like there is a requirement that the image size be divisible by 4, but my testing also showed that it needed to be a larger image as well. I tested - 36x36 (no go, black instead of image), - 40x40 (still very blurry), - 48x48 (slightly better), - 96x96 (good quality). It may be possible to go higher. I'm thinking that 128x128 may be best, when you consider /4 = 32. I may try that as well, but I know that 96x96 works.
  18. Hey all. KSP 1.4 dropped and I've checked that CLS works with it. I've not seen any issues, so unless someone finds a problem I will say it is good. Note that the App launcher Icons (Stock Toolbar) are blurry. I'm aware of this and I'm reworking the icon images to be compatible with the latest Unity Update in KSP 1.4. Original images were 38 x 38 px, and they need to be (best guess here) 96 x 96 px. I've done some testing and that is the image size the yields the best results. SO, I will be releasing an update to address this, probably when KSP 1.4.1 is released. Have you looked at the freedom config? in the configs folder you will find a CLSStockFreedomAddon.txt. look in there to see if passibility exists for that part. That file adds some parts that were originally deemed impassible, but may now be applicable.
  19. Update for KSP 1.4 Release: SM will require a recompile to function correctly with KSP 1.4 I have it recompiled and am verifying functionality. I will have a release out shortly.
  20. No. Fuel balancing is handled by other mods. TAC Fuel balancer is one example.
  21. I'm working with @Arivald Ha'gel to get the changes incorporated. That negative value bug has been haunting me for awhile. Thanks so much for tracking it down! I will include them in the next release.
  22. Hey all. I just got back from a vacation to Saipan. Back at home now. and back into code. Talk soon. I will note the new posts and see where I'm at with my current dev branch. I know i had some bug fixes completed, and some expansion to existing features. I will post an interim release notes (WIP) so bring everyone up to date with where I'm at. SM is definitely getting some love.
  23. Ya, it also confused me back when I first took over support of the project. I'll go back and revisit the WIki. I've learned a lot since then and probably need to refresh some other things as well. Thanks for pointing that out to me!
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