-
Posts
3,142 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by JPLRepo
-
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
JPLRepo replied to JPLRepo's topic in KSP1 Mod Releases
There's not a lot I can do about that. I toyed with the idea of generating an overlay mesh instead of how ProgressiveCBMaps works. But I didn't like it. -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
JPLRepo replied to JPLRepo's topic in KSP1 Mod Releases
I'll check something when I see a log. -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
JPLRepo replied to JPLRepo's topic in KSP1 Mod Releases
Can you post a link to your log? yes ResearchBodies checks EVERY contract that is generated and if that contract has something to do with a body you have yet to discovery it will withdraw the contract. It does this check every time a contract is generated (to check the one just generated), so it does not do it regularly (only when one is generated) and it only checks the contract just generated. But If you have lots of mod packs generating LOTS of contracts, then that could be a problem. -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
JPLRepo replied to JPLRepo's topic in KSP1 Mod Releases
I'm not familiar with TransKeptunian. OPM I am familiar with. and OPM comes with a ResearchBodies config file. I'm guessing the settings are not correct with the other planet pack installed. The Progressive maps are applied based on three things. 1) The Ignore setting (which is based on the start setting you select) - not sure but TransKeptunian if it does not have a config for ResearchBodies should set those planets to false (IE: you don't know them). If this is set to true the planet is completely discovered and visible from start of game. 2) if the planet has been discovered or not. (if not maximum fuzziness) if it has been discovered then:- 3) the research percentage will set various stages of fuzziness up to research=100% where it is complete max visibility. If you can PM me your save file I can look at the settings. Failing that I will have to install OPM and TransKeptunian to see for myself what is going on. -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
JPLRepo replied to JPLRepo's topic in KSP1 Mod Releases
meh. Doesn't take that much. The hardest bit is my free time is broken up into small blocks. So every time I come back to something I have to remember what I was doing. That wastes more time. If I was doing it full time, it would be a lot easier and faster. There just isn't enough time to do everything I'd like to do. So a lot of it is unfinished, or rather, not where I'd like it to be, and not to the quality/standard I would like it to be. -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
JPLRepo replied to JPLRepo's topic in KSP1 Mod Releases
I write them as I go. So it's not too much of a strain. -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
JPLRepo replied to JPLRepo's topic in KSP1 Mod Releases
Yeah it uses a LOT of memory. I have to refine it. I tested with EVE and Scatterer and it works fine for me. Yes you can remove the separate DLL and it will still work without it (no progressive maps though). Shouldn't have anything to do with this mod. It doesn't do anything to the celestial bodies at the KSC screen. During flight, should not make much impact either. If you remove the ProgressiveCBMaps folder does it fix the problem? I'd be surprised by this. I'd think you have something else going on. EDIT: in flight it is only processing the local bodies. The tracking station is a problem because it processes ALL the bodies on load of the scene. -
Being kinda a cube and playing a lot of forum games.
-
RSS - real solar system not working
JPLRepo replied to f.pelosa's topic in KSP1 Technical Support (PC, modded installs)
You have 1.1+ versions of mods installed on KSP 1.0.5 You need to go and remove them and manually install the last versions of each mod that support KSP 1.0.5 -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
JPLRepo replied to JPLRepo's topic in KSP1 Mod Releases
Thanks @rasta013 for the feedback. I completely forgot about the Toolbar/Stock button setting. Raising items on Github helps me remember (my brain is too full of RL stuff and modding stuff and I forget). https://github.com/JPLRepo/ResearchBodies/issues/11 I'm tracking all the ideas on github in this issue for those interested. https://github.com/JPLRepo/ResearchBodies/issues/5 You are definitely right: It's too easy and the costs are too low. I thought about changing it for 1.8, but decided to get a release out first. Have to also keep in mind this mod needs to operate as stand-alone, and some users are not going to want to install TST as well. So the mechanics have to work for this mod in it's own right and when used together with TST then the experience should be further improved or enhanced with the capabilities of TST mod added. Ideas I have currently and started mapping/planning out: Contracts system to launch telescopes, scan the skies, find bodies, research/watch bodies for periods of time from both telescopes and a ground observatory which slowly builds up the research and discovery levels. More config options and default costs much higher. Possible upgrades for the telescopes that restricts their capabilities until upgraded. A ground observatory for research over time (instead of just clicking in a menu now). Happy to entertain any ideas people have right now as this is very much the ideal point in time given I am planning out the future changes to take this to the next level. -
No log ? = no support. Works for me so I can't help you without a log when the error occurs.
-
EVE now has celestial shadows. That's what you are seeing
-
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
JPLRepo replied to JPLRepo's topic in KSP1 Mod Releases
V1.8 Released! See the Changelog in the OP for all the details. Way too many to mention here. Major highlight is of course the Progressive CelestialBody visibility. I'll be updating the Imgur library, etc with new pics, etc over the coming few days. Edit: forgot to mention if you want to expand the experience with my TST mod make sure you get v6.4 of TST as well. -
Nightingale Softworks Development Thread
JPLRepo replied to nightingale's topic in KSP1 Mods Discussions
@nightingale - Correct - Just finishing up testing new API, code, etc, etc, and very very close to release. -
Kerbal Portraits Invisible
JPLRepo replied to plinyvic's topic in KSP1 Technical Support (PC, modded installs)
What would help is if you posted a list of your mods as well as a log file. Otherwise, you will get speculation and/or silence. -
You can add instances of classes as components to gameobjects in Unity and destroy them again. so for example if CareerManager is your KSPAddOn class you can add classes to it's gameobject as components and remove them again. EG: where you want to add a class instance: var child = gameObject.AddComponent<ChildClassName>(); where you want to destroy a class instance: var child = gameObject.GetComponentInChildren<ChildClassName>(); Destroy(child); Hmm, CareerManager huh? sounds somewhat similar to my and @Papa_Joe's RosterManager mod, Maybe you should consider joining together?
-
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
JPLRepo replied to rbray89's topic in KSP1 Mod Releases
@rbray89 - So i searched this thread and couldn't see anyone else reporting this. but I have noticed the celestial shadows are showing through on the dark side of the celestialbodies. I see nothing in the logs. I'm wondering are you using stencil shaders for the shadows? As this would explain why the shadow is going through the mesh and showing on the opposite side. -
Well then that sounds like a bug. Can you reproduce and Can you provide a log please?
-
It's linked in the OP, which means it works and in the change log. DeepFreeze works fine with the new release of TACLS and the link / post about it is only about 5 pages back. Thread search feature works too.
-
Try it out. Haven't for a while, as RO just got updated a couple of days ago for 1.1.3 and I have been busy with all the 1.1 patches for about 2 months I've barely played any KSP myself. Because I like 80. The CrewPart should ONLY be attached to parts with ModuleCommand. Probably. Sure - and probably it will break all very soon as I am working on a conversion to use the CRP resource instead of the AmpYear ReservePower. - but more on that later. Don't undertand this point. Far as I know it works fine.
- 606 replies
-
- 1
-
- power manager
- plug-in
-
(and 1 more)
Tagged with:
-
Hmmm, Never had this problem, but then never docked the Viper, It's not really designed or intended for that. that being said. Have you tried dialing down the RCS thrust power? Go into GameData/Endurance/Parts/Mini_Ranger/miniRanger.cfg file with a text editor, find and change the highlighted value (a lower value means less thrust power), and report back: