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JPLRepo

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Everything posted by JPLRepo

  1. Yes this is a known issue with OSX Sierra. - Which I am assuming you are running to encounter this problem. There are a number of threads already and you can work around the problem. Basically: OSX Sierra GateKeeper will quarantine any downloaded app. It randomly moves the files to a temp folder when you run it. This causes problems for KSP and Unity apps. By copying the folder permissions are changed and the quarantine removed. and then moving them back again. You can then execute the app. Same goes for downloaded mods. So what you do is copy the folder say onto your desktop and then move it back to Applications again - should fix it. More info and previous reports: http://forum.kerbalspaceprogram.com/index.php?/topic/149705-12-not-loading-on-sierra/ http://forum.kerbalspaceprogram.com/index.php?/topic/151894-ksp-loads-forever-in-mac-os/
  2. That discussion was had some time ago several times in both this thread and the original thread. (Breaking up the ring). The kerbals do fit inside the ring. If it's bigger it will be too big for the VAB and launchpad...
  3. It is most likely you have a mod installed that has not been updated to KSP 1.2+ I recommend you check each one you have installed to find the culprit.
  4. You will need to send you details regarding your purchase via amazon to support@kerbalspaceprogram.com
  5. It's not about whether I can fix it. It's about having the time. Which I don't unfortunately.
  6. As was already said - being more than 2x your age, nearly 3x - and you say you feel old? Heck, I don't feel old at all.
  7. Ah yes it is. Sorry. So in Update store it. Then reference it in FixedUpdate? EDIT: Actually it's updated in Update and FixedUpdate. so when you say it's not available you mean you can't reference it?
  8. I've put out version 0.1.12.0 of JSI Advanced Transparent Pods which will fix your issue with turning off transparent pods in the editor. So users of this mod can use that version and should be fine until you fix up the models as per my PM.
  9. ?? You should be doing physics in FixedUpdate in your module. Not in Update
  10. V0.1.12.0 published that fixes a bug in the editor for parts that have the bypassineditor flag turned on.
  11. Sorry I missed this one... wheels slipping. Not sure I have come across that issue. I'd raise it in the modding/modelling sub-forum. Let me know how that goes. Or try what I suggested around the Z fighting and you may not need it. If you need it now I can do a patch release for JSI ATP. If you try that suggestion on the Z fighting and it works, I can hold off on the patch release and put into next version.
  12. Second bullet point, and a bunch of other info that might help you:
  13. It's kilowatts as the input. and the AddthermalFlux multiplies it by fixedDeltaTime. This changes to analytics mode when thermalMaxIntegrationWarp in Physics.cfg is reached. and as NathanKell mentioned in that other thread you can use interfaces to alter this. specifically: IAnalyticTemperatureModifier IAnalyticPreview IAnalyticOverheatModule Which are documented in the new doxygen API docs.
  14. Yes that should work. But try this: If you open the app bundle by right clicking on it and navigating the internal structure to the MacOS folder and run the executable directly, the game runs as normal.
  15. What I see you describing is exactly the expected behaviour from DeepFreeze if: a) you have the Use EC option turned on in the settings. b) you have frozen kerbals onboard a vessel for a long period of game time with the vessel unloaded. c) when you switch back to the vessel it will try to take all the EC that was required to keep the kerbals alive whilst they were frozen and the vessel was unloaded. You see stock KSP does not provide a way to consume EC or any resources from a vessel when it's unloaded. so DeepFreeze keeps a running total of the EC consumed whilst a vessel is unloaded and displays this in it's UI window. When you switch back to a previously unloaded vessel DeepFreeze WILL attempt to consume all of the EC that would have been used during the period of time it was unloaded. If it can't get that EC it will immediately consume 95% of the EC on-board and then start the warning countdown. This is why: 1) There is a display in the DeepFreeze GUI that shows you this information for unloaded vessels with frozen kerbals on-board. 2) DeepFreeze should give you warning pop-up windows when calculated EC is low or critical to switch to the vessel. 3) This is why I integrated DeepFreeze with the BackgroundProcessing Mod so that it actually consumes EC when vessel are unloaded and you don't get the above behaviour. But at this time, the BackgroundProcessing Mod has not been updated for KSP 1.2+ so I cannot recommend you to use it. Can you confirm that the above is in fact what happened in your game. (a,b,c above). I've been thinking of implementing my own background EC consumption routine for both DeepFreeze and TAC LS mods unless BackgroundProcessing gets updated soon.
  16. Your problem is not RPM. Your problem is the props are not being initialized. I'll send you a PM on how to fix it.
  17. Hi @Captainchemist. Yes this is a known issue with OSX Sierra. There are a number of threads already and you can work around the problem. Basically: OSX Sierra GateKeeper will quarantine any downloaded app. It randomly moves the files to a temp folder when you run it. This causes problems for KSP and Unity apps. By copying the folder permissions are changed and the quarantine removed. and then moving them back again. You can then execute the app. Same goes for downloaded mods. So what you do is copy the folder say onto your desktop and then move it back to Applications again - should fix it.
  18. KSPIE MJ has been around since the original KSPI was created. and you are right AmpYear does not support it currently.
  19. Sorry don't get me wrong.. I'd love to do it. but I don't see myself getting the time to do it any time soon. The problem is I had to resize it in order to get the kerbals to actually fit inside for the transparent pods... if you then adjust the proportions back to what they were and fit the kerbals the model is very very large. In fact way too large compared to say the Endurance ring. I'll put it on my list, as it's not hard to do, just time consuming. If someone else wants to volunteer drop me a PM
  20. Nope I won't be. Too much work. If you want to do let me know I can give you the model files.
  21. There is a Develop branch in github with modules that work in 1.2.1. The other issues around the Ranger and Lander are the main thing that needs to be addressed before I can release an update for 1.2.1. but unfortunately I am struggling to find the time to do this balancing work as it is long, laborious, tedius and I had not a lot of success when I last tried a few weeks ago. If anyone is willing and able to assist in fixing the Ranger and Lander CoM, CoL balance drop me a PM.
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