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nightingale

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Everything posted by nightingale

  1. The changes to KSP 1.1 are such that a mod for 1.1 will not work on 1.0.5 (with very few exceptions). So a mod is either for 1.0.5 or 1.1 (and CKAN should support this distinction, although I don't doubt some mod authors have set it up wrong).
  2. Not sure why that would be - that's all config file based stuff, no other mods (other than maybe module manager) required for that bit. When you say you don't have them, do their avatars not show up, or the entire column is missing? Also - it's really easy to miss the fact that there are scrollbars - did you try scrolling to the right? Everything for KSP 1.1 that I've pushed to CKAN is correctly tagged to the KSP 1.1 version. If CKAN and all mod authors are doing it correctly, you shouldn't see any 1.0.5 mods on CKAN
  3. You've got the Custom Barn Kit for 1.1. Otherwise everything looks normal.
  4. Check module manager and Contract Configurator are installed with correct 1.0.5 versions. If that looks good, send logs.
  5. I need a log, screenshot, something. I can't help you with what you've given me. Also, make sure you installed the right one (there's a 1.0.5 and 1.1 version).
  6. Yup, need to do a release to fix this. Meanwhile you can download the dev version linked above.
  7. EVA and walk up to some water. Right click on the Kerbal and select start fishing. I'll update the OP.
  8. Likely because the dependencies are not on CKAN yet. It'll get cleared up once 1.1 is in full release.
  9. See this post: EDIT: (and yes, still a dependency).
  10. What? I always create my .netkan files from scratch and validate them against the schema. Never would I just copy one from one of my other mods and do a poor job of manually replacing things... Fixed in GitHub, will be up to an hour for it to propagate to CKAN.
  11. Need full logs. Edit: also looks like module manager is missing or broken
  12. 1.2.0 is ONLY for KSP 1.1. In general, the API changes within KSP 1.1 prevent cross-compatiblity between 1.0.5 and 1.1 for anything but the simplest mods.
  13. They actually do count for funds already. Science no, but I could always add a little science for extraplanetary fish. I considered it, but it wasn't worth the effort (and I was working against a deadline). These are less likely. I'll take a pull request though! All fixed up, new release coming. Maybe something for the future. Fish = nomz. --- Updated for 1.1 only, download here. Kerbal Sports 1.0.1 Fixed not fishing log spam and broken animations (thanks YellowApple).
  14. Alrighty, updated for 1.1, download here. As always, mind the dependencies! Strategia 1.2.0 Support for KSP 1.1 Fixed additional issue with incorrect ISP assignment in Pilot Focus III (thanks TorgHacker). Increased the cache size for the contract slot machine strategy.
  15. Although I now understand mixing transforms at a conceptual level, when I was initially doing the animations I didn't. The bulk of my animations ended up having some rotations right down through the hips and feet, so I'm not sure if it would've been useful in the end (other than stuff like excluding the jetpack). Anyway, wasn't a major issue for me to worry about it at the time - just wanted to let you know in case it was indeed something that needed fixing on your end. Although I didn't try to get animator itself working, the API only needed that one change. You'll have to add the new KSPUtil assembly reference and maybe change a handlful of references here and there, but otherwise I don't actually expect you'll have many issues. Here's hoping!
  16. Yup, big thanks to @MrHappyFace for that. There's a few things that are a little bit unintuitive in the UI, but once you get it all figured out it's really easy to use. I suspect that with KSP 1.1's ability to load unity asset bundles for mods you can now do these animations through Unity and load them in that way. However I didn't get a chance to learn all that and get the mod out in time (I also wanted to maintain 1.0.5 compatibility through the pre-release period).
  17. Updated my OP with the proper credit, and thanks for the link back! I should also point out that your API class needs one small change to work with Unity 5 - you have to set the "legacy" flag on the AnimationClip object: https://github.com/jrossignol/KerbalSports/blob/master/source/KerbalSports/KerbalAnimation/KerbalAnimationClip.cs#L170 There's also an issue that I attributed to Kerbal Animation Suite but didn't have time to investigate or report as I was rushing to get this all done for the deadline - if you look at all my animations, the decal on the EVA pack is offset by about 100 cm to the rear. I suspect there's a problem with your default animation positions for that component. If I'm right you should be able to reproduce by simply creating any new animation (I created the animations in KSP 1.0.5).
  18. Exactly. There's other factors that would come into play like technical feasibility and what other priorities I have.
  19. It's pretty much good to go - I just need a release of @sarbian's Custom Barn Kit mod to satisfy the full dependency list. If he's waiting on the full 1.1 release then I'll respect that and Strategia will wait along with it. If he's able to get the update out, then I'll do the same.
  20. From the OP: Does that help? You need to download the text file, copy it to the directory above (and possibly rename it). It's a bit clunky at the moment... if/when I get a chance I'll make it a little bit smarter, but it's a surprisingly big thing to code up for minimal gain.
  21. Bug in some of the new 1.10.x Contract Configurator functionality, not unexpected with the big change that was introduced. I'll likely make a release in the next couple days for this issue, meanwhile you can grab the dev dll here to fix the problem.
  22. Which reminds me that I never gave you any credit in my haste to get that thread up! I'll fix that as soon as I get home.
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