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[1.12.3] KISS - Kerbal Improved Save System
Aerospike replied to Aerospike's topic in KSP1 Mod Releases
Ok so I ran a few quick tests around KSC today and KISS seems to work just fine with KSP 1.12.3 So I'll update the info here and on spacedock.- 78 replies
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[1.12.3] KISS - Kerbal Improved Save System
Aerospike replied to Aerospike's topic in KSP1 Mod Releases
Hello, Yes, KISS is still supported, but I didn't have much time/motivation for KSP recently. 1.11.x was the last version that I have tested KISS against, and I have marked it as compatible on Spacedock (that is where CKAN gets its information from) . Guess I forgot to update the thread here. I'm too busy this weekend to do anything, but I will run some tests with 1.12.3 next week and update spacedock and this thread.- 78 replies
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[1.12.3] KISS - Kerbal Improved Save System
Aerospike replied to Aerospike's topic in KSP1 Mod Releases
I can't reproduce this issue. I tried it with a clean install multiple times, but the config file was always created. I have released a small update anyway. It's just a recompile against KSP 1.9.1, so don't expect anything new.- 78 replies
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[1.12.3] KISS - Kerbal Improved Save System
Aerospike replied to Aerospike's topic in KSP1 Mod Releases
Thank you for taking a second look! I'm glad that you didn't spot any obvious issues. Still there is a lot of work to do for me, beginning with the old legacy UI and the overall structure of the plug-in. I really should refactor the code quite a bit.- 78 replies
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[1.12.3] KISS - Kerbal Improved Save System
Aerospike replied to Aerospike's topic in KSP1 Mod Releases
@linuxgurugamer Could you please explain this issue in more detail? I just looked at the code of KISS (haven't really done that in many months...) and I can't find any explicit use of threads. Of course there might be some implicit use of threads by Unity (or System) classes but I would not know where to start in finding any of those "hidden" issues. Also: what gitlab issue are you talking about? My source is on github and I can't find any new issue there...- 78 replies
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[1.12.3] KISS - Kerbal Improved Save System
Aerospike replied to Aerospike's topic in KSP1 Mod Releases
Thank you for making me aware about the issues. I'll look into it as soon as possible.- 78 replies
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totm june 2018 Work-in-Progress [WIP] Design Thread
Aerospike replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Wow! Trip back memory lane! I had a grasshopper II as a kid. Terrible RC car (weak motor, only 2wd, no individual suspension on rear axle, no (oil) shock absorbers (only springs)), but man I loved that thing! Really like your build so far! -
totm june 2018 Work-in-Progress [WIP] Design Thread
Aerospike replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Working on a KSP analogue of NASA's SEV (space exploration vehicle) concept. I've been wanting to do this ever since the new MK2 Lander Can came out (and before I even contemplated to create my own model for a "look-a-like" rover cockpit). All Stock (with possibly both DLCs) with the exception of Aviation Lights on the top of the cockpit. Available parts severely limited because of the current progress in my career game. Current problems: 1) I'm not yet satisfied with the looks, especially the bottom "service bay" section with fuel tanks and solar panels. Maybe I need to build it in sandbox or wait until I have more structural parts unlocked in career... 2) Without some serious use of BG robotics (which I haven't used before) to create some arms, it actually has no ingame use for me. A Klaw below the cockpit to grab things would be nice, but it just doesn't fit the scale (it is way to big). -
[1.12.x] StageRecovery - Recover Funds+ from Dropped Stages
Aerospike replied to linuxgurugamer's topic in KSP1 Mod Releases
So I have finally been able to try the versions that came up after my little contribution to the whole engine plate issue: * 1.9.1.4: engines are not considered as a part of the same stage as the engine plate and if I remember correctly, now it seems that "ConsolidateStages" is broken, because every one of the 7 engines on my plate is considered as a separate stage. Unfortunately I don't have a screenshot, and now it seems I have trashed the config somehow (see below) * 1.9.1.3: engines are in 1 stage together, but still in a different stage than the engine plate. Engines attached to the plate get no highlight at all (neither red nor green). * 1.9.1.2: can't test it because somewhere in the process of starting and shutting down KSP multiple times and switching out SR versions in between I must have corrupted something, because now the UI for SR doesn't show up no matter which version I use. (button on toolbar is visible). Is there some method that SR uses to remember window positions? So that I can reset it? I can't find any obvious file for this. -
[1.12.x] StageRecovery - Recover Funds+ from Dropped Stages
Aerospike replied to linuxgurugamer's topic in KSP1 Mod Releases
Hello @linuxgurugamer I was able to come up with a (crude) fix for handling the engine plates from the Making History DLC. I'm not entirely happy with the solution because it relies way to much on hard coded assumptions about Engine Plates, but I'm not yet familiar enough with the KSP API regarding parts to rewrite the code for determining stages in a cleaner and more robust way. Anyway, I've created a PR on github so you can see how I did it: https://github.com/linuxgurugamer/StageRecovery/pull/2 Best regards and thank you again for maintaining so many great mods! -
[1.12.x] StageRecovery - Recover Funds+ from Dropped Stages
Aerospike replied to linuxgurugamer's topic in KSP1 Mod Releases
Hello, I have noticed some irregularities with Stage Recovery (great mod, thank you so much for maintaining it!) percentage calculation in the Editor GUI and the Engine Plates from the Making History expansion. After looking more closely, it seems like stuff attached to the "engine nodes" is seen by SR as belonging to the stage below the engine plate and therefore the mass calculation for the stage with the engine plate at the bottom is incorrect. I poked around the code a bit and at first glance the issue seems to be located in EditorGUI.cs in StageParts DetermineStage(Part parent) {...} where parts are only checked if they implement the IStageSeparator interface, but some logic is missing to correctly handle the 2 different types of nodes of the engine plates. I know you have a lot of work to do with maintaining so many great mods. Maybe I could find some time this week to have a go at it myself (and find a fix and create PR on github) but I can't promise anything. -
SPACE STATIONS! Post your pictures here
Aerospike replied to tsunam1's topic in KSP1 The Spacecraft Exchange
The humble beginnings of my very first space station, creatively named "Alpha" All stock with the exception of some "surface mounted lights" for self illumination. Built for a contract in career mode for a station with a lab that can house 7 Kerbals, still needs a cupola to meet that crew requirement. Currently slightly above 80 parts in a ~101km equatorial orbit of Kerbin -
SSTOs! Post your pictures here~
Aerospike replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
@Yakuzi Wow! Those are some incredibly beautiful designs! -
SSTOs! Post your pictures here~
Aerospike replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Amazing work @Aerospacer -
totm june 2018 Work-in-Progress [WIP] Design Thread
Aerospike replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
You are right of course, thanks for the correction. I mixed up the recent part revamp heavy updates. What a great "problem" to have, isn't it?