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JPLRepo

KSP2 Alumni
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Everything posted by JPLRepo

  1. Correct. Moving away from the old system to persisting data into the save file. I'm not sure what you mean by: "RB populates different entities than these as the known CBs in the persistent file/menu" - If you mean the ResearchBodies SCENARIO node in the persistent.sfs file. That is not what I see. Yes it is.The science reward is the base reward PLUS the sciencereward set in the partmodule. - So that is functioning correctly as well. Which descriptions?
  2. It's commented out because it is no longer used from there. The new Settings screen is where that value is derived. im working on it.
  3. Sorry everyone, I'll try to find some time tomorrow to work on the issues.
  4. Anyone so inclined will be able to do their own mod language pack. It's completely moddable.
  5. Read the KSP Weekly's. Two I know have been mentioned are Runways and terrain Seams. Just to name two. MM should be fine. It may need some tweaks. its completely moddable (that's been mentioned before) and anyone will be able to do their own mod language pack if they are so inclined.
  6. It's 1.2.9 for Pre-Release just to clarify @Art3misa earlier. 1.3 will be the full release. And there are other bug fixes, not just Localization. As has been discussed in the KSP weekly's of recent weeks.
  7. You're kidding me... damn. Thanks for the details. I'll have a look when I have time.
  8. It is fixed ^. Please update to v0.12.9 as suggested. If the problem persists. Logs and saves.
  9. Are you using the latest version? v0.12.9? I fixed that. If you are and still have the bug. I will need log files and a save file if possible.
  10. v0.12.9 Published. Fix Rescue kerbal checking where contract only contains kerbal's first name. Fix when Rescue contracts cancelled. Untrack Kerbals on Rescue contracts if the contract is cancelled. When a Kerbal that is in an External Command Seat leaves that seat TAC LS will now fill up their EVA life support resources from the vessel the command seat is a part of and leave behind any waste resources in the vessel. Changed Converter parts to have a bonus base of 1 and specialist efficiency factor of 0.5. This should make the values more what they should be.
  11. The planet seams are part of the PQS system which is a name given to the system which generates the planet's quads (Sections that make up the surface of the planet). It has been talked about in the KSP Weekly and we have been working on fixes for this issue. We know the issue stems from a change in Unity but have been unable to identify exactly what Unity changed at this stage. In the meantime we have several work-arounds that we have been working on and hopefully will find an acceptable one for the next release.
  12. Nope all good. I just haven't released an update for a while as nothing is broken and I've been holding off until I finish updating ResearchBodies as I needs some changes for that.
  13. it is now... The original one got deleted in that accident a month or so ago.
  14. No it does not. The Prefabricated runways are one model/object placed in the game world.
  15. Do these look familiar: Runways are indeed not flat. And KSP’s runways are no different. In fact one might argue that KSP’s runways are too flat! But that’s not what you the fans (or the planes in KSP) wanted. So I was given the task of looking into the Runways. Well hey I thought.. Can’t be that bad. They don’t look like this do they? Or maybe they do… Let's Begin! First impressions were this should be a simple job. Just align the models in Unity. Why hasn’t anyone done this? Well, I can tell you, it’s not that easy at all. The issue begins when you look at the size of the runway models and small inconsistencies that seem to creep in when you import the models into the Unity engine. Unity has some tools that support object positioning. But the best tool for the job is the vertex snapping tool and this works best when your mesh (the actual triangles that make up the model) has a physics collider attached to it and these have straight, square edges. This is where the fun begins because the Runways in KSP are made up of separate sections which do not have square edges or lend themselves very well to having physics colliders added to them easily because of their shape.The ends and bases of them are rounded and extend into the ground and Unity changed the way physics colliders act from when these models were first created for KSP and the current versions of Unity KSP is running under now. Level 3 Runway Recreating the models was just not an option given the time that would take. So the process I came up with was to take the existing model, create cut down duplicates of the model meshes that were square so they could be used as colliders (but also had edges that matched the existing seams), line it all up in the modelling software and export. Next we import to Unity. Using the new meshes I began adding unity physics colliders and then vertex snapping the sections together. Once this was done the Unity objects were put together into a new Runway prefab (a term in unity which creates a prefabricated object which can then be instantiated when the game is running). Finally all the references to the new prefab must be re-generated to hook up all the code that supports destructible and upgradable facilities. What could go wrong? Well there are a lot of these references scattered throughout the game setup. You can easily miss one or two and then wonder, “Where'd my shiny runway I spent so many hours recreating go?” Once the runway was in the right position there were still some small gaps, and while not letting my OCD get in the way too much, I began painstakingly doing fine tuning adjustments to the positioning of the runway sections. A bit later and finally everything is right and you get the new and improved runway ready for testing. Rinse and Repeat … And so the process then gets repeated with the Level 2 runway. Luckily I've now got a workflow happening and the Level 2 runway is done in half the time. With that done… Now what should we do with that lumpy bumpy Level 1 runway? But that's a story for another day.
  16. V0.23.3.0 published. Fix Kerbalism Integration. Freeze Tourists! DeepFreeze stock application button is not shown in flight unless the active vessel has a DeepFreezer part. Fixed log spam when RPM occlusion fails. Work-around for integration issue/bug in USI LS. I only did basic functionality testing. So if anyone finds anything please report it here.
  17. I'll second what Trigger said. Yes the messages get through, and yes a number of the Devs come from modding and playing KSP for a long time before joining that dev train which means when we have spare time we do read the forums. In fact pretty much all the devs do. I also had this tab open and it got lost in all the open tabs in my browser for at least the past 2 days. I'll just add that positive feedback is always welcome, keeps us going and it's always appreciated. Thanks for the thoughts.
  18. Are you going to configure it to have JSI Advanced Transparent Pods (windows)? Edit: Oh sorry never mind. These are inside a part. so yeah. You just need to hook up the DeepFreezer PartModule. Instructions not included... (OR rather have been).. but Warranty not included.
  19. Would need some logs and steps to reproduce. how many mods do you have installed? But yeah use of Hyperedit does bad things. Even in otherwise stock install. Yes you can. What version are you running? I plan to spend a bit of time this weekend on this mod to try and get it fixed up and released. See how I go.
  20. You are probably right. The original intention was in fact to have it separate. but people badgered me for a 1.2 version. I'll do a release this weekend. as-is without the contracts stuff but with the Observatory separated out with full rights reserved license. EDIT: Actually I retract this. I did some research and I can mix software like this as long as both licenses are distributed. Happy for someone to challenge this. And btw: that wikipedia reference, my interpretation of that means the term is obsolete but still applies as does the Copyright notice/word.
  21. Hmm. Ok, How about this. I'll include some MM patch cfg files with the distribution so people can customize.
  22. Thanks for testing it out for me. This is the question I'd like to answer before needing to worry about what the part info might say. I can make it so the converters work at 100% without any specialist. and adding a specialist increases their efficiency based on their stars. OR The can be non functional completely without one. and then go up as @Jso describes above. What do people think? For the description. Once the above is decided I can tweak the text based on the way it will be.
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