Jump to content

JPLRepo

KSP2 Alumni
  • Posts

    3,142
  • Joined

  • Last visited

Everything posted by JPLRepo

  1. Updating spacedock to 1.4.2 won't change miniavc behavior. Only a new release will with updated miniavc file.
  2. Sorry all. Been a bit busy with KSP to fix this yet... hopefully soon.
  3. either that or you can turn off the background resource processing completely... as goes for anyone else. I will also look at this high time warp EC issue in the next week or two time permitting as well. Go into the difficulty settings menu for your save (from the pause menu - settings - then difficulty settings button at the top of the menu) and select TAC LS then there is an option to turn off the background resource processing completely.
  4. They should be included in the mod download as a zip. Or, there is a download link in the opening post.
  5. Because they don't yet work when unloaded. Hopefully I will get some time to add in the next week or so. The only things that do are: Generators, Fuel cells, Solarpanels and the life support consumption.
  6. As a mod maintainer who freely gives their spare time: you are welcome to submit pull request to the code with a fix. Coming on here to personally attack a mod maintainer rather than being a civil person grants you the immediate response of being ignored. Fair well.
  7. I am not sure what your issue is tbh. As Galileo said. OPM adds a cfg for how it interacts with this mod. It does not change the settings for the stock planets. And with that mod Sarnus always appears regardless of the Research Bodies difficulty setting. Research Bodies has the following in it's cfg: IGNORELEVELS { // body = easy normal medium hard Sun = true true true true Kerbin = true true true true Mun = true true true true Minmus = true true true false Duna = true true false false Eve = true true false false Jool = true true false false Laythe = true false false false Vall = true false false false Tylo = true false false false } as can be seen Minmus does not appear if the setting for Research bodies is set to hard. You say you started a new game with Research bodies set to hard and Minmus does not appear... so the mod is functioning correctly. Your statement: "started a new career and set ResearchBodies to max., so only The Sun, Kerbin, The Mun and Minmus are known." is incorrect assuming you have not edited any of the cfg files to change these values.
  8. Regarding the legs exploding. You can disable crash damage or you can modify the legs crashTolerance value in their cfg file - change it to a higher value. A fix is in the works.
  9. That is not the same bug discussed in this thread. And that one should be fixed in 1.4.2. Well relatively - your bug is quite complex due to a number of factors including: the terrain in KSP is procedural and changes depending on the users terrain setting and every craft is user constructed from many parts in many different configurations. (Perhaps I’ll do a dev blog to explain it when I have some free time). But without going into it more now and derailing this thread which is about legs jittering and wiggling. Which is not the same issue. edit: I’d be surprised if that mod doesn’t cause issues in 1.4.2 tbh
  10. I snipped all your pictures... If you want help. Refer to the opening post. Logs and save files would go a long way to getting some help. It's a file that shouldn't be there.. it's just a git thing... you can safely delete it. Haven't checked for a while. But... there were a few - but checking a lot of them have fallen by the side of the road....... I know this one works:
  11. Login for the bug tracker is self-register. You just create one with an email. There is a register button top right corner of the page. Once you have done that and logged in. There is a wiki page: https://bugs.kerbalspaceprogram.com/projects/ksp/wiki
  12. If people are able to raise bug reports (or even better add to existing bug reports) with craft files and save files that goes a long way to help us resolve the issue. https://bugs.kerbalspaceprogram.com/issues/18286 https://bugs.kerbalspaceprogram.com/issues/18289
  13. If people are able to raise bug reports (or even better add to existing bug reports) with craft files and save files that goes a long way to help us resolve the issue. https://bugs.kerbalspaceprogram.com/issues/18286
  14. Are you unable to supply logs and saves and have you raised a bug report in the bug tracker?
  15. The API docs have been updated for KSP 1.4.2. Link updated in the opening post.
  16. very odd... curious to know.. did you actually try this with NO mods?? as in could be stock issue.
  17. Yeah sorry. So as sarbian said. The existing code interfaces between shuriken and the old API. so in Unity you can create shuriken FX and the mu exporter will convert them into the KSP Particle Emitter within the mu. When they are loaded by KSP it reverses this process. I'll try to answer your specific questions when I get a chance next week.
  18. My advice would be to read the opening post: For support please ensure you are following these instructions. From now on I will NOT respond to requests for support if you have not at least attempted to follow these simple steps. NO LOG = NO SUPPORT.
  19. PartTools for KSP 1.4.0/1 has been updated. Link in the opening post above. NB: PartTools requires Unity 2017.1.3p1.
  20. See bug report you raised where I have put details of how to fix your issue with 1.4.1. There was a change to the GameEvents. You need to change appropriately in order for the rename to occur AFTER the kerbal is created.
×
×
  • Create New...