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KSP2 Release Notes
Everything posted by Yemo
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Announcement for those of you using the "SETIremoteTechConfig" / "RemoteTech - SETI Config" (the config adding those ground stations for stock ksp), which was broken due to the new settings file usage in RemoteTech 1.7.0: SETI RemoteTech Config v1.0.9.0 (for KSP 1.1.2) Please properly delete any previously installed SETIremoteTechConfig files The 2 previous files would be GameData/RemoteTech "SETI-RemoteTech.version" and "RemoteTech_Settings.cfg" To use the new SETIremoteTechConfig with an existing game, go to your ingame RemoteTech settings (lower right corner), then to "Presets" and "reload" the file from SETIremoteTechConfig Changes Compatibility with RemoteTech 1.7.0 Own SETIremoteTechConfig folder - goes directly into GameData folder Color coded ground station ranges - thank you very much for the idea, @frango9000 Usage of new "fading out" ground station display range (open to suggestions to what limit that should be set)
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Hm, I ll have to experiment with that, thank you very much for the suggestion. This is really bugging me. Though at least the flurry of mini patches seems to be over. Updated, though it is necessary to remove any leftovers from a previous version from the RemoteTech folder, otherwise it might get messy. And I would like to thank @frango9000 for his pull request and his recommendations: SETI RemoteTech Config v1.0.9.0 (for KSP 1.1.2) Please properly delete any previously installed SETIremoteTechConfig files The 2 previous files would be GameData/RemoteTech "SETI-RemoteTech.version" and "RemoteTech_Settings.cfg" To use the new SETIremoteTechConfig with an existing game, go to your ingame RemoteTech settings (lower right corner), then to "Presets" and "reload" the file from SETIremoteTechConfig Changes Compatibility with RemoteTech 1.7.0 Own SETIremoteTechConfig folder - goes directly into GameData folder Color coded ground station ranges - thank you very much for the idea, @frango9000 Usage of new "fading out" ground station display range (open to suggestions to what limit that should be set) Works if installed manually. Though I need some more time to test and adjust the compatibility with Kerbalism, since that one also does a lot of rebalancing under the hood. Yep works if installed manually. I updated the original post of this thread to mention that the 1.0.5 mods work with 1.1.x as well. Which mod are you referring to? And what other mods are installed? Have you tested with the RealChute and the mod in question without any other non-essential mods?
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With the squad strategic decision regarding the update/versions and the current state of the game (looking at bug reports here and on reddit as well as the information on reddit regarding the cause of this version dance), I can not say when I can work on the SETI tech tree again. It is still planned, but I will wait for a stable (non-marketing) KSP release until I put time into it. There was a dev version some time ago, but many changes have come up since then and there will most likely be more changes. What I can say is, that nearly all additions are planned for the early game (90 science and below) and the mid to late game "tech lines" will just be reordered to make more sense. So except for the early game, current SETIctt part positions within nodes are not planned to be affected too much. Sorry if I could not give a more detailed answer. I m just not sure myself, how it will turn out. Unfortunately the CKAN uninstall routine does not necessarily delete the folders, thus modulemanager still detects the mod to be installed. This is a complicated issue due to mods being able to use the same folder. SETIrebalance update was planned to be done about a week ago. But due to the KSP version dance, I decided to wait for a stable KSP release. Constantly recompilling mods due to squad marketing reasons is not something I want to do. I also suggested a manual override function within CKAN to relieve that issue, since all the mods within this thread (ksp 1.0.5 versions) still work with ksp 1.1, 1.1.1 and 1.1.2: But it seems as if this is not going to happen unless players ask for it. So everyone interested in installing mods via ckan, which do not join the ksp version dance but otherwise work just fine, please ask for that "manual override of compatibility" functionality in the CKAN thread: But please remind yourself that ckan is a community provided mod manager and the modders over there are also doing that in their own time. Thus a demand and debating a feature suggestion makes a difference. I ll continue working on SETI once there is a somewhat "stable" KSP version available, in the sense that I do not have to expect a recompile of 8 mods every 2 weeks or so just for the fun of it. Until then or until CKAN allows manual override, there is always the option of a manual install, all mods within this thread work with KSP 1.1.2 as far as I can tell.
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I currently maintain 8 mods and the lack of manual override within ckan is a major issue. For manual installation i can tell people just to use the 1.1.1 version for ksp 1.1.2. Since there is no manual override within ckan, this is not possible there, making my job a lot worse than it could be. So with ckan I currently have to choose between telling people to install the mod manually, thus losing the simple updateability which ckan would provide, or having to update my mods for every little ksp hotfix version. Both options are far from optimal. Please give the users manual override instead of the current DRM light. edit: You could mark the mods installed with "override" with a simple flag/checkbox, so the user and the one looking at the screenshot of installed mods (eg a mod author providing support) can clearly spot which mods might be the first to check for causing issues.
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Many mods from 1.0.5 still work, yet ckan does not allow users to install them. In a very short timeframe, KSP 1.1 was released, then 1.1.1 and now a few days later 1.1.2. CKAN definately needs a manual override button to install mods. Independent of version number being cleared for the current KSP version or other restrictions like mod conflict entries or other artificial obstacles. You confirm the "override install" and the issues are on the user. It simply installs the last known version of the mod, ckan just provides a "download/install functionality" without patronizing the users (though giving fair warning with the "override" dialog). I remember seeing those guidelines: https://github.com/KSP-CKAN/CKAN/blob/master/policy/de-indexing.md But what actually happens is, that ckan itself makes all mods unavailable as soon as a KSP version update hits. That is all fine for default operations, but in the end it should be up to the users to override ckan default preferences and install the mod, tranferring responsibility to the user if s/he so wishes. Especially with the KSP version issues in mind, from 1.0.x to 1.1.x! At the moment it feels as restricting as a DRM mechanism...
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Yeah, 1.0.x all over again... Unmanned before Manned v1.0.8.3 (for KSP 1.1.2) SETI RemoteTech Config v1.0.8.2 (for KSP 1.1.2) SETI ProbeControlEnabler v1.0.8.2 (for KSP 1.1.2) And the InitialContracts were recompiled as well, for the heck of it: https://github.com/Y3mo/InitialContracts/releases I want to thank all the patrons and supporters, it really helps keeping motivated in those times.
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I really hope that KSP 1.1.1 fixed everything that was buggy in KSP 1.1. edit: I guess not: https://www.reddit.com/r/KerbalSpaceProgram/comments/4gzxyg/it_seems_111_gave_us_a_new_kraken_the_moonwalk/ Unmanned before Manned v1.0.8.2 (for KSP 1.1.1) RemoteTech dummy part fix, thank you very much @_Zee B9Procedural compatibility, thank you very much @blnk2007 SETI RemoteTech Config v1.0.8.1 (for KSP 1.1.1) Simple recompile for KSP 1.1.1 SETI ProbeControlEnabler v1.0.8.1 (for KSP 1.1.1) Simple recompile for KSP 1.1.1
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Stock Science Modules aren't Working
Yemo replied to sp1989's topic in KSP1 Technical Support (PC, modded installs)
Hm, UnmannedBeforeManned does not introduce or change ScienceDefs at all. All it does in terms of science experiments is using module manager statements to set the transmit value of simple stock experiments (eg thermometer) to 100%, so they can be used on non recoverable "sounding rockets". So there should be no issues/interdependency problems at all coming from UbM. As was already suggested, I would also recommend a clean redownload of KSP itself. -
Thank you! I ll add it in the next recompile for KSP 1.1.1 (also I will wait for that to be released before updating the other mods). PS: I thought the pre-release was intended to avoid the mini update version dance from 1.0.x. Really annoying... No technical dependency. But due to the meta-mod pack character of UbM, the "unlimited RAM" allowing massive mod collections, previous and current issues with CKAN, as well as manually installed mods, and the KSP version dance (which I thought we left behind after the 1.0.x experience), it really helps in decreasing support issues. And decreasing support issues increases time for mod development/maintenance. If you are determined to not have it, I guess you can try to "cheat the system" by replacing the actual ksp avc dll with a dummy file or something like that. Of course that is at your own risk.
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Hm, that is strange, I find no reference to that tech within UnmannedBeforeManned configs and I do not recall messing with it for UbM. So if you only installed UbM, it should still be like it is in RemoteTech originally.
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I looked it up in the remote tech folder and it says that the 3km omni is intended to be unlocked at the node "unmannedTech". Hm, did you by any chance install the mod SETI-ProbeControlEnabler?
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That 3km omni is a technology perk from RemoteTech. It is totally independent from UnmannedBeforeManned. I m not sure anymore what tech node activates it (thats why it is working in sandbox and not in career), because I usually play with SETIrebalance, which gives probe cores an integrated 160km omni antenna from the start.
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It most likely still works if you install it manually. The SETIgreenhouse was really made for TAC LS, especially since USI LS has its own greenhouses for some time now. Given the interest in TAC LS, I doubt that it will take long until it is running again.
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That is just a warning from KSP-AVC, you can ignore it. When I last checked, there were no problems with KSP 1.1 for any of the SETI mods. So you should be able to use them normally after a manual install. The non-tech-tree mods (all except UnmannedBeforeManned and SETIctt) should work fine with the EngineeringTechTree. Spacedock.info mod updating works again, so here is the update for UbM: Unmanned before Manned v1.0.8.1 (for KSP 1.1) Compatibility with CustomBarnKit 1.1.7.0+
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Within the RemoteTech_Settings.cfg go to the first STATION entry named Mission Control. The range is currently Omni = 9E+11 which is scientific notation for a 9 with eleven 0 behind it. Just change it to whatever you prefer. Eg 9E+7 would be the range of the KR-7. I try to only use one upload place, due to the number of mods, so we will have to wait for spacedock.info to be fixed. Anyway, the only change was, that the current CustomBarnKit code within the UnmannedBeforeManned-Settings.cfg was replaced with this to make the action groups available at start: @CUSTOMBARNKIT:NEEDS[CustomBarnKit,!SETIctt] { @VAB { @actionGroupsStockUnlock = 1 @actionGroupsCustomUnlock = 1 } @SPH { @actionGroupsStockUnlock = 1 @actionGroupsCustomUnlock = 1 } }
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Well, the current version still works alongside "stock CTT" stuff... Can you give me an example/explanation of how it does not "play nice" in the "stock CTT" playground?
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Yep, update is ready to deploy, see below: Unmanned Before Manned as soon as spacedock.info mod updating works again. SETI-RemoteTech was just updated. SETI-Rebalance and SETI-Contracts within the next week or so (though except for the CustomBarnKit issue, the KSP 1.0.5 versions still work if you want to install them manually). SETI-Greenhouse needs an updated TAC LifeSupport. SETI-CommunityTechTree will take a while, due to the big rearrangement announced about 2 months ago. I see a lot of serious bug reports on reddit, with the released KSP 1.1 and there seem to be serious issues left concerning the wheels/landing legs. So it seems that a bug fixing update (KSP 1.1.1?) is necessary/can be expected. CKAN is not always up to date and users probably combine it with manual mod installs as well. Thus AVC decreases support issues even when CKAN is used. Since a massive change is planned (there was a post about it in this thread about 2 months ago) for SETIctt, I recommend just installing the CommunityTechTree (from the CommunityTechTree thread) and Unmanned Before Manned from this thread. I thought that the "SETI" part made it clear that this was not just the CTT, but I guess I was wrong. I ll strongly consider it for the planned change, since that will move it even further away from the CTT and the historical addon character of SETIctt. So, since updating mods on spacedock.info does not work at the moment, I can only update the mods on github: SETI RemoteTech Config v1.0.8 (for KSP 1.1) Simple recompile for KSP 1.1 There is also a new mini mod for RemoteTech. Compared to the one from Felger, this one does not use the :Final statement and does not deactivate the integrated omni antennas from command pods. Unfortunately the integrated omni antennas from probe cores are still useless (until RemoteTech fixes something), but at least they are now properly removed instead of just made unuseable. SETI ProbeControlEnabler v1.0.8 (for KSP 1.1) This is a SETI config for RemoteTech, allowing probe control without connection. Thus a connection is only required for science transmission. Unfortunately this removes the built-in omni antenna from probes (but not from manned command pods).
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Can you please revert to the non-all-caps titles? "SETI-COMMUNITYTECHTREE" just looks horribly mutilated and frankly unreadable compared to "SETI-CommunityTechTree". edit: Same goes for TWEAKABLEEVERYTHING, SIMPLECONSTRUCTION, WASDEDITORCAMERACONTINUED, NEVERENOUGHDAKKA and others.
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- totm july 2019
- spacedock
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(and 3 more)
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Done, thank you!
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Hey, I would like to make an MM patch which makes probe control independent of the connection, but retains the necessity for a connection when transmitting science. While that would by simple by removing the ModuleSPU, that also means that omni antennas integrated into the probe cores do not work anymore (eg the 3km technology perk, which is useful for rovers). My idea was, to replace the ModuleSPU with a ModuleSPUPassive. That works fine for giving manned command pods integrated omni antennas. Unfortunately it removes control from probe cores, even when they are connected. Would it be possible for you to change that behaviour so that a probe core with a ModuleSPUPassive allows an integrated omni antenna to work for science transmission, but still giving the player full control as if it does not have a ModuelSPU? That would essentially allow a config emulating AntennaRange while retaining the awesome RT flight computer. Thank you very much!
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Probably one of the ckan dependencies of RealPlume.
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Legacy uploads would take a lot of effort while providing little benefit. Same goes for curse. I provide(d) several mods, so even updating at one location takes quite some effort.
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Does anyone actually use the first level runway?
Yemo replied to Prasiatko's topic in KSP1 Discussion
Works fine for take-Off. For landing i can hardly be bothered to align with any Runway so Even if i have the upgraded One and i Happen to land around KSC, i do Not Ami for it. -
Old SETIctt was split into new SETIctt and new SETIrebalance. Integrated antenna to all probe cores thus became part of SETIrebalance, available from the same thread. Though a lot of other stuff was added, but it should be fairly easy to extract the configs which you like for personal use.
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I uploaded it again on github and I marked it as 1.1 compatible (and copy pasted some stuff over from the current SETIcontracts, like record "contract" nerfs): https://github.com/Y3mo/InitialContracts/releases
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