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JPLRepo

KSP2 Alumni
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Everything posted by JPLRepo

  1. Try my ResearchBodies mod. I think that's what you are looking for until Squad make this stock.
  2. Working on a concept of this already. Probably as part of my ResearchBodies/TarsierSpaceTech mods
  3. @Gordon Dry @ctbram and anyone else having performance issues. Updated/fixed the DEV version to address the bugs. You can get Pre-Release DEV V1.3.1.1 only on GitHub. BEWARE!!! This is not tested and I expect there to be bugs. So DON"T use with your critical game save. OR, Backup your game save FIRST. You have been warned. If someone can test this with LARGE parts count vessels and report back to me what the performance is like, that would be very helpful.
  4. I went back and checked the code. This is actually something I missed. It is not persisting the Isolate Reserves setting. Will fix in next version. https://github.com/JPLRepo/AmpYear/issues/27
  5. Hmm that's interesting as the code should check the position, and if off screen is meant to move it back on-screen. Can you provide any details on the situation when this occurred? In editor I get, was it displaying ok? you moved it? anything else you can provide so I can try to track this down. What version were you using? EDIT: I went back and hardened the code up a bit in regard to checking the screen bounds. Hopefully that will fix this from recurring. In the meantime glad you found the setting. That is the correct way to fix it.
  6. It was updated for KSP 1.1, and I supplied the info, but perhaps not so obvious... it is in KSP.UI.Screens So you need a using KSP.UI.Screens; You should familiiarise yourself with this thread as it contains info about 1.1 changes which supercede older posts.
  7. Try the first sticky post the the very same sub-forum as you have this thread... The ApplicationLauncher class is in KSP.UI.Screens inside the Assembly-CSharp dll.. which you should have as a reference in your project.
  8. @Lennartos @LemonSkin - Anyone having performance issues with AmpYear. can you please try out this version and report back. It has some efficiencies but there is a lot more I could do, but I want to know how this performs first. And if there are any bugs to be found. A pre-release DEV version is available here. BEWARE!!! This is not tested and I expect there to be bugs. So DON"T use with your critical game save. OR, Backup your game save FIRST. You have been warned.
  9. This mod is a parts pack - so yes... will it be usable - not really because it won't have enough fuel, etc. I have a Module Manager config file that I'm about half way through setting up that will modify the parts to be RSS/RO compatible. RP-0 - that's a different story though. so no, but then they will still work, just probably come up as RP-0 unspported.
  10. Believe that was fixed in 1.1 (see change log): Long saves (> 68 Earth years, 233 Kerbin years) no longer cause negative dates. The date is good for over 140Gyr (though other problems will manifest) As for the actual topic. I wish I had time to actually play KSP 1.1+. Since it came out all my spare time has been dedicated to updating and fixing my mods and actual KSP started up/play has all been about just testing my mods. I think I spent about 15 minutes during the pre-release just playing around with the game.
  11. Testing means testing Everything... in different scenarios with different mods. Hence why I have not released it. I want to be sure it actually works with at least the supported mods installed with different scenarios (multiple vessels in flight/loaded, saving, restarting, etc, etc). and that takes time.
  12. You can volunteer to test it for me... or you wait until I have time to test it.
  13. Question: How do I get an XML version (extract) of the site for use with VS?
  14. Your question is does it exist in parttools? Or does it exist in game? Unity 5 still supports legacy Animation. So I'm not clear what you are asking. Animation is still accessible in C# script(mod code). You can still bake animations into your models and on import to unity set them to Legacy type. You can still define clips on legacy animations on imported models. You cannot create emmissive animations directly in unity 5 (but you haven't been able to do that since Unity 4.2) but the new 1.1 parttools includes a new tool for creating emmissive animation's. And not sure this belongs here or in Modelling and Texturing sub-forum.
  15. Nils277 pretty much sums it up. Key Points: 1) KSP restricts one material per mesh. - This complicates things greatly when it comes to shared textures. And the additional overhead of creating complex model meshes to match pre-defined textures is not worth it. 2) Artistic License. 3) Most good mods already share textures amongst their own models/assets within the mod. I'll add this: A model is not a model without a texture (in my mind anyway) which brings us back to 2).
  16. Hmm... the issue is it isn't using a :FOR[xxx] statement. So I can't add my own MM override to DeepFreeze. This works for most parts.. But one of my parts has a crew capacity of 10 so it ended up adding 5000 snacks before. I guess with above that would now be 500 snacks. Which is probably more reasonable. Be worth adding a :FOR statement next update anyway, then others can tweak the amounts with their own MM patches.
  17. @Angel-125 ok cool. Don't know if this is still relevant as I saw a post a page ago about you removing MM for adding snacks? https://github.com/tgruetzm/Snacks/issues/8
  18. So @Angel-125 are you going to take over support and dev for this mod? Or still waiting for original author? I see a lot of updates from you and talk about waiting for the original author to come back... Just curious and I have a request for DeepFreeze compatability that has been outstanding for over 6 months.
  19. @Zero333 @skylon7 and anyone else: Ok fixed the Lander model. Go to this link and download the file (one file landerbody.mu). Put this file in \GameData\Endurance\Assets folder (make sure you replace the existing file). Restart KSP. Should be able to EVA again from the Lander. I'll do a proper release/update when I've got a few more fixes to include.
  20. Yeah, the Hatches are blocked. I thought I had checked that. But maybe I changed something before the release. The only way to 'fix' it is for me to fix the model in Unity and release a fix and for you to install it and then you will be able to EVA them out. If you don't want to wait you can recover the vessel, dock another vessel with it and transfer the crew (if you have a docking port installed)... or use the claw and another mod like Ship Manifest to transfer them. I'd recommend you wait. Just fixing it now and I can put the one file needed on dropbox to get you going again.
  21. Yes - if the game crashes before a scene switch (from flight to SC, etc) then it won't save anything. AmpYear only saves vessel settings when you switch scenes. Doing it any more frequently would probably cause performance issues.
  22. Yeah, that was the original idea... I think USI LS has already implemented it. Beware also: Kraziness increases the further you are away from Home Planet. - I haven't decided what I am going to do with this mod yet... See this post. Expansion to have specific parts and more mechanics obviously seems logical if I continue to develop it... But not sure yet.
  23. As long as there is power to run the radio, A/C, chairs, you should be able to offset the Kraziness.
  24. And all I'm saying is that I think a better approach to maintaining this mod is for some volunteers to assist going forward. I simply don't have the time to do it all myself. (Don't worry, Probably would take me just as long in Blender now as well as I don't use it any more having now switched over to Autodesk Maya past 6 months). I've already reached out to @Dafni and @googbo to be the official testers for this mod. Assuming they agree, then I am now asking for a couple of volunteers to help maintain this mod. I probably just need a couple of people familiar enough to tweak part file/config settings and do some modelling when required. Preference for people familiar with part configs, modelling, etc. I can handle the general code work, overall lead and packaging of releases, etc. What do people think? and do I have any volunteers?
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