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Everything posted by JPLRepo
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About to post a dev build as haven't had time to test it. But welcome to try it.
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It does kill them when they get too old.... Freezing them using my DeepFreeze mod stops the aging process.
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Check Roster Manager (link in my dig) although haven't updated it for KSP 1.2 yet. It has kerbal ages, salaries, etc
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But you do sound rude... I have tried it for myself.. and I know the Ranger and Lander need re-balance. The reason for this is that moduleliftingbody was broken and now in KSP 1.2 it's been fixed again. But my response was to trying to explain to you why the thrust vector points downwards. It's including the VTOL engines. So both the Ranger body and Lander body need to be rebalanced there is no doubt. Unfortunately, that takes time. If anyone else has the time to rebalance them, by all means go right ahead and submit a Pull Request on Github. Otherwise, I'll get to it eventually. Here is what the thrust vector looks like without the VTOL engines attached: The problem is not that at all.. It's the fact that the CoM, CoL are not optimally positioned.
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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
JPLRepo replied to JPLRepo's topic in KSP1 Mod Releases
Ok everyone, I have finally got the Rescue Kerbals sorted. I've updated the v0.12.6Dev release on Github. https://github.com/KSP-RO/TacLifeSupport/releases/tag/v0.12.6dev Assuming no one else finds anything else and someone can confirm rescue kerbals are good I'll be doing a full release with this version. Fixes since last Dev build: Fix Rescue Kerbals processing/monitoring. Fixed NullReferenceException on the Air Filter TACGenericConverter in the Editor scene. Added bulkheadprofiles to part configs (for size sorting in editor). Aligned part names to include size in their names. -
Referencing another Mod (not part modules)
JPLRepo replied to Kielm's topic in KSP1 C# Plugin Development Help and Support
Modifying a config node of another mod in game will probably have bad results. If the mod is written to protect its data you won't be able to anyway without using dirty reflection. you would be much better off approaching the mod author to discuss what you are trying to do first. in this case @RoverDude -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
JPLRepo replied to TriggerAu's topic in KSP1 Mod Releases
Created a PR to fix this. https://github.com/TriggerAu/KerbalAlarmClock/pull/179 -
Q1) Yes. Edit the file <KSPinstalldir>\GameData\REPOSoftTech\AmpYear\MMConfigAmpYear.cfg. Remove the lines in bold (don't remove or change the others). Q2) Yes that is the intended behaviour.
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You have to have JSI Advanced Transparent Pods installed. See link in my sig. There's a slight anomoly with it at the moment.. in that when you open the doors the part appears empty until the doors are completely open. I've already coded a fix, will be in the next version.
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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
JPLRepo replied to JPLRepo's topic in KSP1 Mod Releases
Yeah - That's due to the changes I made for the dev version. Any existing saves/vessels will default to PRELAUNCH status. Once you switch to them it's all good and going forward from there. I'll look at the container names. -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
JPLRepo replied to JPLRepo's topic in KSP1 Mod Releases
USI Kolonization has a cfg file for TAC-LS and is supposed to support it. That file is part of USI mod not TAC-LS. So if it's not working, or you have an issue with the USI mod, you will have to take that up in the USI thread. I assume this is the latest dev build I did that was supposed to fix this. So I will have to investigate what is still going wrong. Thanks. -
Prop issues in IVA
JPLRepo replied to steedcrugeon's topic in KSP1 Modelling and Texturing Discussion
Look forward to seeing it. The life of a KSP modder. Persistence, tenacity, trial and error. -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
JPLRepo replied to JPLRepo's topic in KSP1 Mod Releases
Started work on the Game Mechanics expansion and contracts system tonight. I'm also thinking I am going to bump up the costs for researching bodies substantially as part of this Mechanics expansion. They are way under priced. Here are my plans (feedback and comments welcome): Step1: Locating where to look contract - blocked until i find a way to completely hide undiscovered bodies. - so perhaps future version. Step2: Search the Skies Contract offered. This contract will cost money and time investment. (time and money relative to distance away from home planet). Eventually the contract is completed and you are rewarded with a found new celestial body. Step2(alternate1): If TST mod is installed user can point the camera at an unknown body and take a picture. Results in new celestial body found. Step2(alternate2): Use TB-75 or TST camera to point and scan. This speeds up Step2 Search the Skies Contract. Step3: When a body is initially found. Contracts are offered to Research the body by research steps. Again, time and money investment are required. Step3(options): Additional Research Scanning contracts are offered. Point TB-75 or TST cameras at the celestial body and scan over a period of time or take pictures. Completion of these contracts boosts the research percentage on the celestial body. Parameters on these contracts require upgrades or the more powerful TST telescope camera depending on percentage researched and how far away the object is. this requires Part Upgrades (available now in KSP 1.2) to be purchases via science tech tree (but note they do NOT alter vessels already launched, so further challenge). Eventually after enough Step3 contracts the celestial body is fully researched. Other changes - big cost and time changes to actually finding, researching the celestial bodies. They are too easy now. Re-balance parts, upgrades and costs of parts appropriately to the whole system. The Upgrade levels of the Ground Observatory are a factor in how fast, and how far you can research and what contracts are offered. -
Which KAS are you using? the new WIP KAS 1.0? That does not have Winch or Magnet part... so this message is normal for that. You can get the old KAS which does have the Winch and Magnet for 1.2 and it does work. As for NFE - The reactor itself doesn't generate EC. Not sure why it's appearing in the Power producer parts list. I'll look into that. The partmodule that produces EC is called FissionGenerator and it's broken so I need to fix that. I missed these changes to NFE.
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
JPLRepo replied to Nils277's topic in KSP1 Mod Releases
Why don't you use the built in SaveUpgradePipeline.UpgradeModule to do this for you. That's exactly what it's for and how Squad upgraded the Wheels to Unity 5 for save games. Not sure it can actually do part renaming. Worth investigating. Pretty sure it can actually. -
Prop issues in IVA
JPLRepo replied to steedcrugeon's topic in KSP1 Modelling and Texturing Discussion
Yeah I knew that. Anyway good to see you got it sorted. One thing I notice in your pics. Your atmosphere and navball are upside down. And a tip on the seat transform. The Kerbal's pivot point is actually about the level of the bottom of their feet. So you need to move your seat transform down under the seat so they end up seated on the seat. If that makes sense. -
Prop issues in IVA
JPLRepo replied to steedcrugeon's topic in KSP1 Modelling and Texturing Discussion
oh you have to rotate your IVA in unity editor to be the right orientation (internalSpace) before you place your props. Do that and you will be right... I was thinking about that, but you said spawning it worked.. And there is nothing wrong with the MODEL node in you cfg file? -
Hmm. Thanks. I'll have a look into those two. Look like KAS interface is broken and the NFE reactor.... yeah I think it's impossible to know the EC in the Editor, but I will take another look at it.
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The stock code isn't using it. Should be fixed.
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Prop issues in IVA
JPLRepo replied to steedcrugeon's topic in KSP1 Modelling and Texturing Discussion
Hmm, well that looks fine. And yeah the DDS problem in unity means you don't get the texture when you spawn the internal. But I did see somewhere a way to fix that before. Just never bothered to myself. Next step would be to check your logs. -
Log spammed with 'Updating delegates'
JPLRepo replied to Amnesy's topic in KSP1 Technical Support (PC, modded installs)
Believe that "Updating delegates" message is not Unity or stock. It's probably a mod issueing it. Naughty mod, should identify itself in the message, would help.