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KSP2 Release Notes
Everything posted by Dominiquini
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[1.12] Community Parts Titles (2024-07-04)
Dominiquini replied to flart's topic in KSP1 Mod Releases
Add support to Mk3 Expansion! You already added support to Mk2 Expansion and Stockalike Mining Extension! Thanks. -
I tested it here, and I don't know if is a bug or not: 1) Launch a ship, trigger a booster separation (FMRS recognize the booster and show me the option to control jump to it) 2) I continue my main mission and after that I use FMRS to jump to my booster 3) I landed my booster and pressed the button "Jump back to main mission" (Green text showed me that the booster landed!) 4) In my main mission, I go to the Track Station and my booster is still there (soon after separation, still in space) After that, I tested using the button "Recover Vessel" from stock, above the altimeter, and appear that worked! * I don't change any setting to FMRS (automatic recovery is enabled) ** Both cases I tested in sandbox, them I don't know if I received the funds of the recovery vessels!
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I'm receiving this error when, in KSC, I press ESC and open the settings page and then apply (without changing any settings): Janitor's Closet: Error adding ApplicationLauncher button: Object reference not set to an instance of an object Or: Janitor's Closet: Error adding ApplicationLauncher button: An item with the same key has already been added. Key:
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[1.9.x, 1.10.x, 1.11.x] Persistent Rotation Upgraded
Dominiquini replied to linuxgurugamer's topic in KSP1 Mod Releases
Cool, thanks. -
The latest version keeps showing me message that I added new parts and that I need to restart the game every time I go back to MainMenu, even though I haven't added or updated any mods during the game... I haven't changed the mod settings either! I also noticed that the 'partVolumes.cfg' file keeps growing every time I start the game, as this mod is duplicating its content, appending it below the old content.
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[1.9.x, 1.10.x, 1.11.x] Persistent Rotation Upgraded
Dominiquini replied to linuxgurugamer's topic in KSP1 Mod Releases
Is it possible then to add the other SAS modes besides prograde? -
[1.9.x, 1.10.x, 1.11.x] Persistent Rotation Upgraded
Dominiquini replied to linuxgurugamer's topic in KSP1 Mod Releases
As I said, one thing that bothers me is him doing something undocumented even while he's disabled. Another is that it treats prograde differently from other SAS modes... The suggestion I gave was just the easiest to implement. I think the ideal would be to enable the mod to act in all SAS modes, but only when enabled. Anyway, thanks for maintaining him! -
I'm testing the build-in vessel "Acapello", and when I'm trying to decouple de upper stage, the struts gets stuck in the ship, not allowing me to move: https://imgur.com/a/QwgBI7W * Sometime I was able to set me free, rapidly activating and deactivating time warp! * I'm playing stock with both DLCs installed. * Windows 10 x64 with KSP 1.11.2
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How should this mod work? Does it retrieve parts that are in or out of physics range? Or doesn't it matter? In the description it tells that I only need to put parachutes in my stages without deploying them; but in another place it tells to deploy them with the stage separation... And why I should set my parachutes to open at Min Pressure of 0.5?
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[1.9.x, 1.10.x, 1.11.x] Persistent Rotation Upgraded
Dominiquini replied to linuxgurugamer's topic in KSP1 Mod Releases
I see that my ship in orbit around kerbin only hold attitude in time warp with SAS on and in prograde! If I select retrograde, the ship lost track and will only require when I disable time warp. Is this expected behavior or is it a bug? * Update 1: I saw now that my vessel hold attitude if I select "Stability Assist" and activate "Rotation Mode" in this mod. But why my vessel hold attitude in prograde without activating this mod? Is this stock or was introduced by this mod? * Update 2: I saw now that this mod treats SAS in prograde in a special way, keeping the attitude even with the mod disabled. I think it would be better to remove this special case or add the other SAS modes. And only activate them when the mod is enabled! Maybe you could remove this commit: a0d41fd3522130b0b9fde1511ff0ecaf062f4f74 -
Is it possible to update this mod so that it is possible to change the order of the buttons? The feature of pinning mods is not very practical!
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This mod (Mod_Version 1.5.5) is not working (KSP_Version 1.11.2)! I'm receiving a bunch of this messages in the console: [EXC 16:48:32.944] NullReferenceException: Object reference not set to an instance of an object AdjustableModPanel.ModPanelComponent.Update () (at <0214e9a7a4e347948fb86dd0138856d1>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) * Copied from the log file! I remember that this mod works some time ago! Update 1: When the game starts on KSC, everything works, but if I change the scene to any locations (VAB, TrackingStation, etc), this mod starts throwing exceptions and not work anymore! If I go back to KSC, this mod not work anymore... Update 2: I found out that the TUFX mod is causing problems with this mod! Update 3: This mod is not recognizing the icon from TAC-LS! Is this a bug here or in the TAC-LS mod?
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Sorry, this bug is not caused by this mod! Found out it's caused by the "BetterCrewAssignment" mod. Sorry for the false report.
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[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
Dominiquini replied to Snark's topic in KSP1 Mod Releases
I added some lights (mk2cockpitinline.cfg): // Adds occupancy indicators to the Mk2 cockpit. @PART[mk2Cockpit_Inline]:FOR[IndicatorLights] { // We have to re-specify the model for the stock part, because this is // an older part that uses the "mesh =" syntax in its .cfg file instead // of the newer "MODEL" syntax. The "mesh =" syntax doesn't allow having // multiple models as part of the same part, which would prevent this mod // from adding meshes for the indicator lights. MODEL { model = Squad/Parts/Command/mk2CockpitInline/model } //------------------------------------------------------------------------- // INDICATOR MESHES //------------------------------------------------------------------------- MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.65, 0.65, 0.5 position = 0, 0.551, -1.086 rotation = -10, 180, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.65, 0.65, 0.5 position = 0, 0.471, -1.101 rotation = -5, 180, 0 } //------------------------------------------------------------------------- // CONTROLLABLE EMISSIVES //------------------------------------------------------------------------- MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:0 emissiveName = indicator0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:1 emissiveName = indicator1 } //------------------------------------------------------------------------- // CONTROLLERS //------------------------------------------------------------------------- MODULE { name = ModuleCrewIndicatorToggle toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController0 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController1 toggleName = indicatorToggle } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability0 experimentID = crewReport lowValueColor = crewController0 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability1 experimentID = crewReport lowValueColor = crewController1 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator0 dataColor = crewController0 emptyColor = availability0 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator1 dataColor = crewController1 emptyColor = availability1 } }