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JPLRepo

KSP2 Alumni
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Everything posted by JPLRepo

  1. I already have a fix for this. Just haven't published it yet.
  2. Sorry folks. Real life stuff keeps getting in the way of me getting this update out. Trying to find some time. Hopefully not too much longer.
  3. yeah sorry. Real life stuff too much lately... I'll see if I can get the patch done ASAP
  4. Sorry due to KSP 1.11.2 being released... i haven't been able to get the update out for this mod yet. Hopefully this week - (Fingers crossed).
  5. Just an update here. I've worked through and made fixes for all the following issues. I just need to complete testing before I can release the update, shouldn't be too much longer (day or two). *Fix issue where CBs were becomming visible when they shouldn't be. *Fix issue where CB visibility was not being reset when loading different save games in the same game session. *Fix issue where errors would occur and game stuck when entering the SOI of a CB that hadn't been discovered before. *Fix issue where Asteroids entering CBs were making them discovered. *Fix issue with bumpmaps on CBs.
  6. a) Sorry. b) Not currently. c) Litres.
  7. Sorry. No this hasn't made it. This was fixed in 1.11.1 by way of adding new static public method to do this.
  8. V1.13 published. V1.13 * Added KSP 1.11 stock inventories. * Fixed issues with Kerbalism: * FusionPellets don't appear on crewed parts. * Ranger VTOL engine guzzles ElectricCharge (due to install with incompatible WBI Classic Stock). * Moved storage cuboid to Cargo category. Many thanks to @JadeOfMaar for this update.
  9. I've been through the changes. Will look to get out an update sometime in the next week.
  10. yes it should. and if used together it will trigger a discovery of that celestial body if not already found before. They will also appear foggy initially, and gradually become clearer as you research them more in the research bodies mod.
  11. Thanks everyone for raising known issues of late. I'll see if I can assign some time to give this mod some love and try to address the CB visibility issues and bring it up to date in the next week or two. Thanks again.
  12. it may or may not. if it doesn't let me know and I'll release a new version.
  13. Vessel.GroupOverride is the index of (Vessel.OverrideActionControl) the currently set action group. Vessel.OverrideActionControl is an array of the action groups for the vessel. Vessel.SetGroupOverride(int newGroup) - sets the action group.
  14. Changing the vesselId would create other issues, hence there is no public method for doing that. You can remove and add a vessel/vesselId but that also will create unwanted issues for you as that fires events and other processing.. as removing it - means it's being removed. You could try that. but I can't say that you won't have other side effects. Feels to me you should be tracking your data based on the command pod/root part persistentId and then sharing the data between them if they are part of the same vessel.
  15. Correct. Unity only uses Vector3. Vector3d is a construct used in KSP - but is outside of Unity. Raycasts are a functionality of Unity, and as such only work with Vector3.
  16. I can recreate the error in various KSP versions. Don't believe it's new to KSP 1.11.
  17. That's because when I replied there were no links. The original post was edited to add links to some of the issues that were in the post after my post and the subsequent follow on comments in the thread.
  18. It never ceases to amaze me what you, the amazing KSP Community, can come up with. Not in 1,000,000 years would I have thought of using the flag parts in this way when we dreamt them up as a thing in the game. Well done.
  19. V0.30.0 published for KSP 1.11.x. See OP for download links. Re-Compile for KSP 1.11.x Add EVA construction capabilities to the CRY-300R (Can move it only, can't put in inventories) and the RS-X20R Glykerol Container (can be put in inventories as well).
  20. Oh, thanks for all that detective work. Nice find. I missed the bit about you were asking if I wanted you to submit a PR and I already did one. Be in next CRP release I imagine. https://github.com/BobPalmer/CommunityResourcePack/pull/257
  21. MODULE { name = ModuleLight lightName = light1 useAnimationDim = True lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 resourceAmount = 0.03 animationName = lights useResources = True lightR = 1.0 lightG = 1.0 lightB = 1.0 } this gives a normalized value of 1,1,1. ie: 1 = 255f. so White colour. 0,0,0 is black. and everything in between. just normalize the usual RGB values to between 0 and 1.
  22. You sure can. Set the "lightR" "lightG" "lightB" variables to normalized RGB (float)values in the cfg.
  23. Sorry my Spanish is pretty rusty. And there's a forum rule that you have to post in English unless you are posting in the foreign language sections of the forum. (Lo siento, mi español está bastante oxidado. Y hay una regla del foro que debe publicar en inglés a menos que esté publicando en las secciones de idiomas extranjeros del foro.) Why are you running KSP 1.3.0.1 that is such an old version? If you insist on running that version. you must run the version of the mods that correspond to that version of KSP. Which would be this one: https://github.com/JPLRepo/DeepFreeze/releases/tag/V0.23.5.0
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