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Everything posted by JPLRepo
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Sorry are you saying changes to the AmpYear settings in the Space Center are not saved when you click save and exit?
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
JPLRepo replied to JPLRepo's topic in KSP1 Mod Releases
I will do a quick fix then. Can't say if it will be today or tomorrow or the next. Pretty busy with real life work this week. But before the weekend for sure. -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
JPLRepo replied to JPLRepo's topic in KSP1 Mod Releases
I have a fix already... as a work-around... I wanted to completely re-do the code.. but if this is causing people enough issues I'll look to do a quick patch fix release in the next day or two. Thanks for the ideas, pretty similar to what I was thinking.. Except Step 3 is further expanded depending on how far away the body is with further scanning and picture taking contracts that gradually reveal the details of the body (progressive textures) I'm thinking of introducing these and using the telescope in this mod along with TST telescopes, DMOS scanners, SCANsat, etc to gradually reveal more details of the body. This could all be driven by a contracts system.. I'm looking for any more ideas from others? Now's your chance to offer suggestions. -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
JPLRepo replied to JPLRepo's topic in KSP1 Mod Releases
Thanks for doing that... Ironic I was working my way through the code just 2 days ago? marking it all up with comments so I figure out what is going on in the code. Then I plan to re-write and standardize as much of it as possible. Already found a number of areas for improvement. Of course, this doesn't help getting a quick fix out for issues like this. This issue is being caused by ResearchBodies scanning the Offered Contracts list looking for Contracts offerred for CelestialBodies that are yet to be discovered and Declining them. Two things with this:- 1) In programming terms it is iterating a list that could change whilst it is doing so.... Which is what causes your error above... The Contracts List changed whilst it was working through the list. So this should be fixed. 2) It actually declines any contracts it finds - which as I understand it means you take a reputation hit depending on your game settings. It would be better if they were withdrawn, or even better yet, never got generated in the first place. So I am exploring both of these in my code re-vamp. As I don't know how long it's going to take me to work through the code (probably a couple of weeks given how time poor I am at the moment with real life work) if you get this error a restart of KSP should resolve it... Upon restart check the contracts offerred, or if Mission Control is still bugged out bring up the Debug window ALT-F12 and go through the contracts, re-generate, delete contracts until it starts working again. -
Post a pic of you colliders and model from unity editor
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
JPLRepo replied to nightingale's topic in KSP1 Mod Releases
@rasta013 as @nightingale said if you can raise issue two on my ResearchBodies thread please. I just took over this mod a few weeks ago and I was just looking at the code yesterday on this particular item thinking this was a time bomb waiting to go off. I'll have to fix it up and put out a new release.- 5,210 replies
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New KSP API Documentation v1.4.1
JPLRepo replied to tomf's topic in KSP1 C# Plugin Development Help and Support
When you click an entry a Save button should appear at the bottom of the page? Yeah annoying it's at the bottom and the undo is under the field. @tomf - can this button be moved? and any progress on the XML extract?- 65 replies
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I don't think that was the question. The question was why does the Ranger only have liquid fuel whilst the lander and endurance use liquid fuel and oxidizer. (and they all use EC as well) The Ranger's build in VTOL engine uses Liquid Fuel and Oxidizer. The "cooper" engine that goes on the back of the Ranger however does not. In Air mode it is configured to use LiquidFuel IntakeAir and ElectricCharge. In Closed mode it is configured to use LiquidFuel and ElectricCharge. Why is this? I have no idea, an oversight by the original author? or that's the way he wanted it. So the question is do people think the "Cooper" should use LiquidFuel, Oxidizer and ElectricCharge in Closed mode? I can make the necessary changes.
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
JPLRepo replied to JPLRepo's topic in KSP1 Mod Releases
Thanks for confirming why I think this mod isn't a huge hit/success, and why I have plans to reinvigerate it. What I meant was what game play mechanics do people want to see with regard to first discovering the bodies and then researching them? Certainly I can make it all contract based. But I was looking for ideas and inputs from the users of this mod. -
Very well, then I guess we release what we have and see what people think on the performance-side. I could make it non-click-through. I actually need to convert it all over to the Unity 5 GUI system, but that is a lot of work. But I'll see if I can do a quick fix for this version. the ION RCS is, as far as EC read-outs... do you mean not supported by the Emergency Shutdown Processing system? - That's just because I didn't get around to doing those parts. I'll see if I can before the next release. EDIT: Making some more performance improvements before release. Just in case. Click-through fixed for next release. ION RCS ESP processing support added for next release.
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Offset INTERNAL in cfg syntax?
JPLRepo replied to Fwiffo's topic in KSP1 Modelling and Texturing Discussion
To elaborate a bit more, for others who might stumble onto this and I was on my phone before. Yes you can offset the Internal as follows: INTERNAL { name = landerCabinInternal offset = x,y,z } where the Offset is from the pivot point of the External Part model that it is attached to. -
Offset INTERNAL in cfg syntax?
JPLRepo replied to Fwiffo's topic in KSP1 Modelling and Texturing Discussion
You can just add an Offset=X,y,z to the internal definition you have above -
Is anyone able to confirm whether the DEV version I posted a few days ago has improved performance on large part vessels?
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
JPLRepo replied to JPLRepo's topic in KSP1 Mod Releases
What do people think about development of the discovery and research functions of this mod? Specifically. I have my own ideas, such as timing factors / like scanning to progressively discover and research a body (instead of just clicking a button over and over as you do now) tied in with contracts.. -
Thanks... I will fix in next version. I missed this as ARP is still not available in KSP 1.1+ so actually missing this means nothing without that mod.
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Celestial Body Mapping
JPLRepo replied to TheEpicSquared's topic in KSP1 Suggestions & Development Discussion
Sorry I misunderstood. My idea is to use ResearchBodies to progressively discover and reveal the details of each Celestial Body. To do this you would use TST telescopes, DMagic OS scanners and ScanSAT scanners to reveal the details of each Body. @DMagic mentioned here potentially some starting point /codebase for it. I'm waiting for him to respond to a PM. -
No there isn't currently. You have to set it for each vessel. - and it does not save this setting currently in the release version (1.3) but it does in the latest dev version (1.3.1.1). Raise a request/issue on GitHub and it will get into the queue.
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Hoping for some help again from the expert... @xEvilReeperx Seems in 1.1+ this doesn't work any more. Investigations I have conducted so far appears the FakeCallback is not being called... and the subtree.science.OnDeploy() is... The AwardCompletion() is being called before GameEvent.OnScienceReceived is fired as it always has. A debug run sees the OnStow removes the callback for ProgressTracker from the GameEvents list and the FakeCallback and OnDeply re-adding. but something isn't right. I'll keep trying to figure it out. On the surface has the GameEvents order changed?
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Yeah sorry.... If I had the time to figure out the new KSP 1.1+ upgrade API I could have written one to upgrade your saves for you... But time is my enemy. If you want to upgrade craft or save files that had the parts when they were part of AmpYear you have to go manually edit the .craft and persistent.sfs files manually:- Change ModuleAmpYearPPTRCS to ModulePPTPoweredRCS Change ModuleAmpYearPoweredRCS to ModuleIONPoweredRCS Capatilisation is critical. but if you just do a change all the vessle/craft / parts will function as before.
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Celestial Body Mapping
JPLRepo replied to TheEpicSquared's topic in KSP1 Suggestions & Development Discussion
That's the plan. Waiting for @DMagic to get back to me. -
I don't see how this is related to AmpYear at all.... Your error is with a failure in NFT NearFuturePropulsion.VariableISPEngine.OnUpdate () That is not an AmpYear module. And I don't see how AmpYear would be causing this as AmpYear does NOT change the values of ANY variables on any Mods. All it does is READ those values. Tell me, if you remove AmpYear does the null reference error in your log go away? I would be surprised if it does. If it does I will look into it further because that would be incredible. I noticed in your report AmpYear incorrectly reporting the EC usage of that engine. But that does not surprise me at all, given AmpYear does not support it. AmpYear currently only supports (IE: READS values) from the NFT Electrical and NFT solar packs and I believe this engine is part of the NFT Propulsion pack? Yes? I am not sure on that because I've never actually played or used these packs myself. Any update on whether version 1.3.1.1 improves things?
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