Rhedd
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[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Rhedd replied to sarbian's topic in KSP1 Mod Releases
What's the proper syntax to filter for a part that has "A" OR "B"? I can find examples of AND, but not OR. I'm looking for how to do this: @PART[*]:HAS[@PLUME[firstthing] OR IT HAS[@PLUME[secondthing]] one or the other, not both {} -
Thank you! That's exactly what I was looking for. I could only find the one for MKS processing, for some reason.
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@RoverDude I'm toying with the idea of switching from TAC-LS because I want a system that deals with the mental health of kerbals. I noticed a lot of your comments in other life support mod threads mentioned tons of cool features in USI-LS that I can't find any information about. Things like living space, medical care, etc. being taken into account. Is there some place I can find a wiki or manual that explains the way the system works NOW, instead of years ago?
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I moved all the other mods back in, and everything still works. >_> Let's just pretend you fixed it and I'll say THANKS! As long as everything is working now I don't care. It was late last night when I tested it, so who knows. I do notice that if I try to run the new gravity experiment with an engineer while it's not hooked up to anything, I don't get the same error message that I do with the others saying it needs to be hooked up. Do the two new experiments have all the messages set up? Minor, but I thought I'd mention it.
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(I was updating as you posted, CobaltWolf. :P) UPDATE: I removed everything from Gamedata (except Squad), and did a fresh install of only this mod (with the DMagic it comes with), KIS/KAS, and Module manager. It works fine in a fresh game! I don't know where the problem was before, but I'm suspecting it was either left over from an earlier craft build, or some other component I may have missed was conflicting, like EVAmanager.dll. I'll experiment and let you know. Bottom line, though, the mod is working fine by itself.
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The attachable experiments still aren't clickable, as described above. I'll try downgrading to DMagicScienceAnimate .11 and see if that still fixes the problem, but that really shouldn't be necessary with your brand-new release. Otherwise, AWESOME mod! I've always thought ALSEP stuff was really cool.
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Thanks for the clarification about the vessel info window, and thank you VERY much for the upcoming life support module! I'm really liking what I see here, but the things that keep me from jumping ship from TAC and using this are the lack of detailed ship info, the lack of water and waste management, and the non-standard resource use. It sounds like you're in the process of fixing every one of those things, so I'm excited! I really love what you've done with the malfunctions (things don't completely break), and what happens to Kerbals when they aren't happy. Also love the burst of food from greenhouses instead of a slow trickle (I assume that's how it works, haven't had time to see for myself yet.) I like the ScopeMultiplier Antenna idea, but I think having a "medium" category might be nice as well, for simplicity. I'd also love to see a way to tweak how fast kerbals go crazy due to different factors. I don't think my guys go nuts nearly fast enough due to cramped spaces! If I want to send a lone kerbal on a three month trip, I expect to have to build him some decent living space, and if I send him on that three month trip in a tiny Mk1 capsule so he can't scratch his nose, I expect him go batty in a week or so. That's just me, so it'd be great if it were adjustable in a cfg, or something.
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It happens, or rather doesn't happen, both in flight and in the KSC screen. I right click on a ship's name in the Monitor and nothing happens. If I left click I get notification settings like the manual says I should. The planner works fine in the VAB I'd be happy to post a screenshot, but it'd be a screenshot of nothing, so... I run 64bit on Windows, and I've tried it with no other mods. The detailed vessel info just never shows.
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I would kill to have this mod working in 1.1!
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So nobody else has a problem opening the Vessel Info window by right-clicking its name in the Monitor? Am I doing something wrong?
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Rhedd replied to Nereid's topic in KSP1 Mod Releases
I am SO happy this is updated to 1.1! Thank you! -
I'd love to give this a good try, but I can't seem to get the vessel info window to open by right-clicking the craft in the monitor. Without that, It's pretty hard to figure out what's going on.
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Just as a heads-up, I'm not getting any landing gear screech on contact when using HandHunter's temp fix. I know an official update is coming soon (THANK YOU!), but I just wanted to mention it.
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[1.0.5] LightsOut (v0.1.5) - Day/Night Mode in VAB/SPH
Rhedd replied to nodrog6's topic in KSP1 Mod Development
Looking forward to the 1.1 version. I love this mod! -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Rhedd replied to TaranisElsu's topic in KSP1 Mod Releases
While I appreciate all the work that all these wonderful modders have put in to KSP over the years, and I don't want to sound ungrateful... What the HECK with everyone quitting just as KSP is finally in a generally finished, 64bit form?? This is the third author of one of my favorite can't-do-without-it mods that has said they won't be updating past 1.0.5. Seriously, just ONE more time and they're done with huge changes. I've been looking forward to a real 64bit Windows KSP for years, so I could finally use all the mods I want. It's so sad that I might lose so many of them just as things get good. My wholehearted thanks and encouragement to whomever picks this up! It's by far the best life support mod out there, and a lot of other mods depend on it, as well. -
Thank you! That's obvious... >_>
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I am going to go INSANE trying to find out how to activate this view! It has been implemented in 1.1 pre, right? I've looked in options, I've looked in right click menus, I've looked in the on-screen interface... How the HELL do I turn on cutaway view?
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Rhedd replied to Nereid's topic in KSP1 Mod Releases
I can't imagine playing KSP without this mod, so please please PLEASE update it to 1.1 when you get the time. It's one of my very favorite mods! -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Rhedd replied to rbray89's topic in KSP1 Mod Releases
Oh, boy. I know I'm going to look like an idiot for asking this (I hate looking like an idiot), but what log file do you need and how do you want me to share it with you? Any particular way of generating the log file (fresh game, no other mods, etc.) that would help you? I did look for answers to this before posting, but I'm still looking like an idiot. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Rhedd replied to rbray89's topic in KSP1 Mod Releases
Definitely downloaded the latest one from... https://github.com/rbray89/EnvironmentalVisualEnhancements/raw/master/AnyCPU-EVE.zip I double checked. The city lights do not behave correctly in the map view, either. It's a consistent problem from orbit, in the map from a ship, and in the tracking station. Also, if I just use one map (either one) instead of a map in both light/dark slots, neither one will show up at all. I also found a new problem with clouds and eclipses: I feel bad posting so many bugs and feel like I should say how much more AWESOME your work makes KSP, so here are a few screenshots of things that AREN'T problems. Thank you! The oceans of Laythe. Notice the rim of Jool in the sky. (Scatterer helps, too, but it wouldn't be good without the clouds!) -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Rhedd replied to rbray89's topic in KSP1 Mod Releases
Assuming the link in the OP points to the very latest 1.1 version, I'm still getting the same problems I mentioned before, so I'll post screenshots... The shadows from clouds shade planes that sprites are drawn on. Look at the water tower light in this shot. The daytime city texture shows up as glowing at night, and the nighttime texture seems to be ignored (or sometimes mixed in as a buggy square pattern). The city lights really need a maximum distance setting like they used to have in the older EVE, too. You shouldn't be able to see city lights from the moon! -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Rhedd replied to rbray89's topic in KSP1 Mod Releases
I haven't tried the BRAND NEW version yet, but here are a few problems I've noticed over the last couple of days, using no other mods on 64bit KSP: 1: City lights don't seem to be working correctly. The daytime texture always shows (and glows) even on the night side, and both textures sometimes get mixed or are missing in large square blocks. 2: Clouds cast shadows on the invisible planes used for sprites, such as the spotlight glare on the KSC water tower, and the light glares on landing gear. These turn grey instead of invisible when a cloud shadow passes over them. 3: There doesn't seem to be any way of making a self-illuminating cloud layer, so there's no way to do auroras or the glowing clouds on Laythe from the Astronomer's visual pack. That's a big loss! I feel like I'm forgetting something. Anyway, if there's a better place to report bugs, let me know! -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Rhedd replied to rbray89's topic in KSP1 Mod Releases
I've been digging in to this new 1.1 compatible release, trying to recreate the awesome skies I had that were partially based on the Astronomer's Visual Pack, and I've run into two problems... First, the city lights detail maps don't seem to respect the light/dark division. The daylight texture keeps getting mixed in with the night one, no matter what I do. Second, when trying to add the aurora layer, I can't seem to figure out how to have a self-illuminated, glowing cloud layer, so it can't be done. Am I missing something? Other than that, I'm really enjoying the new EVE/Scatterer combo so far! -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Rhedd replied to rbray89's topic in KSP1 Mod Releases
I see. Thanks for the information! I guess it's going to take a lot more work than I expected to get things as pretty in 1.1 as the were before. I'm sure I'll succeed eventually, though.