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Papa_Joe

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Everything posted by Papa_Joe

  1. Yup, that is what happens. you could also capture the event handler onCrewOnEva and set the to part to null. that may keep them from grabbing the ladder at all...
  2. I'll give it some thought... there should be a way to invoke the release mechanism.. I don't recall off the top of my head.
  3. Nope. Vessel mover was not updated during the 1.1 time frame, I took over support during 1.1.3. Sorry. there are some changes in 1.1.3 that will likely make it break in 1.1.2. You can try it...
  4. Ok, Vessel Mover is working. I've updated Git with a new version. THIS IS PRERELEASE, SO USE AT YOUR OWN RISK. I have included a version file, so it is now KSP-AVC (and hopefully ) CKAN compatible. v1.5.1.2beta - Updated to be compatible with KSP 1.2pr. This is prerelease software. not for official distribution.
  5. KSP 1.2 pr update: I've recompiled Vessel Mover into KSP 1.2 pr. The craft browser dialog is not opening. Likely something I missed during the conversion. I'll keep you posted as I get this updated. Late for me. Try again in the morning.
  6. KSP 1.2 pr Update: I've recompiled into KSP 1.2 pr. I have a couple of issues to address (may have been leftover from the 1.1.3 compile), but it seems to be balancing. I'll keep you all posted as I get this updated.
  7. KSP 1.2 pr update: I've recompiled CLS into KSP 1.2. have a couple of minor issues, but overall looks good. I will keep everyone posted as I get this update working.
  8. KSP 1.2 pr update: I've recompiled SM in 1.2, and have a few minor issues to work thru. Overall not looking to bad. I will keep you posted as I slog thru the changes.
  9. Correct. BDArmory is in Prerelease, and still has issues... no sense working to a moving target. We will have an "official" release of BDArmory AFTER KSP 1.2 is "officially released". NOT before.
  10. in your game list, right click on the game.. Select Properties. in the Beta tab, select the prerelease.
  11. hatches open? In SM under the control button you can check all hatches
  12. without seeing the connectivity of the radially attached parts, I cannot be certain, but I suspect that the radial parts are not connected. you have to set these spefically in the VAB...
  13. I'm testing stock right now, but very quickly I will be working on mod compatibility. Thanks Team! this version is noticeably better. Kudos.
  14. Game looks great. can't wait to start converting mods to compatability
  15. Well the idea IS to make it easy to use... and the mod is alpha essentially... codpoet said that...
  16. I was also thinking that a mouse based approach might work as well... using Shift and Ctrl for y and X axis lock while making changes with the mouse. Don't know if I can, but only one way to find out.
  17. right. I had it in the repo, but did it after the initial release... it will be in the next update. Thanks for your help!
  18. Oops... wrong mod. it was a BDA mod that was causing the issue with CKAN. Nevermind on that... Press forward with the CKAN for Fuel Balancer. Thanks! Been doing a lot of mods lately . Not as many as you though! I believe I already have the KSP-AVC version file created. It will be in the Repo... Edit: and linked in the OP.
  19. I would appreciate that. Thanks!. I know they are asking me to make a revision to the distribution. There is a Zip inside the distribution that contains a MM config. I'm guessing that it is being unzipped by CKAN, but the communication has not been clear. If you can sift thru that... awesome!
  20. Done and done. I'll look over what you did and make sure they jive. I got this until you want to take it back over. OK? Update: I stand corrected. I took over Improved Chase Camera. I have you listed as the author of Camera Tools... I'll still take it over if you wish....
  21. I didn't know that you were working this.. I updated and released a 1.1.3 version awhile back as shown in my Sig, as part of the BDA Team. Let me know if you wish to continue.
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