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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Imagine my surprise when I found that the new science parts in Breaking Ground have a different power mechanism. PowerUnits instead of EC. Blech! I'm finishing up a mod to allow batteries power the science parts because of this
  2. Thank you. You can ignore this for now, I'll get an update out tonite
  3. I want to mention that I have this same problem, with a fully updated game. First I've heard about someone else having the same problem
  4. And another one: Why is the field powerNeeded a string? This whole thing seems to have been very poorly thought out.
  5. I was recently made aware of the power mechanic in the Breaking Ground parts (ie: yesterday). I have not been able to understand why a new power mechanism was created for these parts only. Why not just use the existing ElectricCharge (EC)?
  6. I have to integrate it with the solar array and RTG which is part of the BG stuff. Once that is done, I can do a prelim release
  7. New release, 2.3.11.8 for KSP 1.7.3 & 2.3.12.4 for KSP 1.8 Fixed issue with selected timewarp being reset upon scene change
  8. It's the same for me there on 1.7.3 (BetterTimeWarpContinued v2.3.11.4) @flart @Dizor It was actually a long-standing bug, but the first time that it was mentioned. There is a fixed version now on SpaceDock for 1.7.3. CKAN is having a problem indexing it, so I can't release the version for 1.8 until that's fixed. But you can get the 1.8 version from Github here: https://github.com/linuxgurugamer/BetterTimeWarpContinued/releases/tag/2.3.12.4 I'll make a formal release announcement once CKAN is fixed.
  9. No ylyhanks Ever since I found the sandcastle, I've had too much of Minmus follow mee home
  10. An update. I made a lot of progress, have a working prototype. Need to do a few more things before releasing it. One to two weeks should do it.
  11. New release, 0.10.0 Added InstallChecker Updated for KSP 1.8
  12. New releases, 1.4.6.14 for KSP 1.7.3 (and earlier), 1.4.7.3 for KSP 1.8+ Thanks to @siimav for the two following: Fix facility upgrades still not happening instantly when KCT itself is disabled Check for experimental parts in locked parts test Fixed issue where RO fuels weren't being filled when the "Fill Tank" was selected Look at line 601 in the same file. It doesn't check the TanksFull. I'll add it for next release, but for now, I just released the fix Please try this with the update I just released
  13. It's on my list of things to do for my stream tonight
  14. The button always shows, so this is what's needed to fix it. I'll do it this evening
  15. Take a look at my signature: Read this BEFORE asking for support: http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/
  16. I suppose I shouldn't' be surprised. I haven't used any of the new deployable parts, so wasn't aware of this. I'm looking at the configs now. Blech! Why did they have to invent yet another power method? I'm wondering if I can write something which will provide "powerUnits" from EC?I think the only thing I'd need would be a model for this, the code isn't too difficult, would just need to configure the conversion
  17. One other thing. KSP batteries can accept a charge at any rate that solar panels can supply. This is unrealistic, they really should have a limit on the max EC input and output is possible
  18. Depends on orientation. Even 10m apart, if separated vertically from the planet, and in a low kerbin orbit, if you are approaching slowly, you can see the difference
  19. Could you get us the Player.log, please? But first, try verifying the files through Steam. And did you install any mods?
  20. I'll disagree. If you are in a low orbit around Kerbin, for example, orbital mechanics most definitely come into play. If you are very far out, then not so much. And if in solar orbit, not really at all due to the relatively extreme distance from the sun
  21. That really needs more definition. For example, how long is "night"? It depends on the planet. For example, Kerbin, night is 3 hours. Mun, I believe it's 7-8 hours, etc. And the "consuming" kind of makes sense, but rather than adding yet another mechanic, why not allow the batteries to simply recharge during the day using the normal EC rules?
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