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Everything posted by cyberpunkdreams
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[KSP V1.4.5] TAC Fuel Balancer v2.20
cyberpunkdreams replied to Z-Key Aerospace's topic in KSP1 Mod Releases
Surely it would just be a dialogue box with a list of all the resources that TAC-FB can list, with a checkbox next to each one to hide/unhide it as one wishes? -
[KSP V1.4.5] TAC Fuel Balancer v2.20
cyberpunkdreams replied to Z-Key Aerospace's topic in KSP1 Mod Releases
I also use TAC-FB a fair bit and I think the current system works fine. It can be a bit cluttered though. Maybe a settings option to hide resources you don't want to see in there? -
Speaking as a RT user who generally likes to keep things as realistic as possible, I do actually appreciate the real time scanning. As you say, it would be a bit of micromanagement too far, with no real benefit. You can always just stop yourself from looking at the map until you think you "should" do ;).
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[1.8+] Kerbal Health 1.6.8 (2024-01-22)
cyberpunkdreams replied to garwel's topic in KSP1 Mod Releases
I agree. It can also be a bit hard to red in some situations.- 1,033 replies
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[1.11] RemoteTech v1.9.9 [2020-12-19]
cyberpunkdreams replied to tomek.piotrowski's topic in KSP1 Mod Releases
You can use kOS to do things such as that. It's not nearly as hard to learn as it looks. -
[KSP V1.4.5] TAC Fuel Balancer v2.20
cyberpunkdreams replied to Z-Key Aerospace's topic in KSP1 Mod Releases
Have you got Blizzy's toolbar installed? You might just need to make sure the button's visible on there if so. If not, I don't know... it should just be on the stock toolbar. -
[KSP V1.4.5] TAC Fuel Balancer v2.20
cyberpunkdreams replied to Z-Key Aerospace's topic in KSP1 Mod Releases
Yes, it sees all tanks regardless of positioning. -
[1.8+] Kerbal Health 1.6.8 (2024-01-22)
cyberpunkdreams replied to garwel's topic in KSP1 Mod Releases
That's good to know, thanks. Great on the update too! I think I got the impression that you were modifying kerbals directly as I thought I came across something along those lines in the save file.- 1,033 replies
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[1.8+] Kerbal Health 1.6.8 (2024-01-22)
cyberpunkdreams replied to garwel's topic in KSP1 Mod Releases
This is the kind of bug that I suspect would be avoided if you put all the KH data into a separate construct rather than in each kerbal's.- 1,033 replies
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[1.8+] Kerbal Health 1.6.8 (2024-01-22)
cyberpunkdreams replied to garwel's topic in KSP1 Mod Releases
Sure, here's the save file (I've got a lot of mods installed). I didn't do anything to trigger this, as far as I know. I only noticed the NREs due to looking for a problem with something else. This reminds me of something else as well -- both this and Space Age are incompatible with using StageRecovery to recover kerbals, as the latter destroys and recreates the kerbal when it happens. However, other mods, such as Roster Manager, work fine with StageRecovery. I guess the problem is that you're storing data on the kerbal's main object, whereas the norm for other mods seems to be to create their own data structure and store their specific information there. I know it doesn't seem as neat, but maybe it's a better approach with how KSP works?- 1,033 replies
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[1.11] RemoteTech v1.9.9 [2020-12-19]
cyberpunkdreams replied to tomek.piotrowski's topic in KSP1 Mod Releases
Sounds like it's missing an activated omnidirectional antenna. I use MJ all the time for things such as automated docking, rendezvous and manoeuvres. It's such a time-saver, especially when you've done those things by hand more than enough times to prove your machismo . I also use it for executing nodes unless there's no connectivity (in which case it's RT). I think it basically works fine with RT, bar the odd immersion problem. -
[1.8+] Kerbal Health 1.6.8 (2024-01-22)
cyberpunkdreams replied to garwel's topic in KSP1 Mod Releases
Hey, I'm getting a bunch of NRE log spam from the mod: NullReferenceException KerbalHealth.KerbalHealthStatus.HealthChangePerDay () KerbalHealth.KerbalHealthStatus.Update (Double interval) KerbalHealth.KerbalHealthList.Update (Double interval) KerbalHealth.KerbalHealthScenario.UpdateKerbals (Boolean forced) KerbalHealth.KerbalHealthScenario.FixedUpdate () Log file here. I've got a feature request as well (and maybe this has already been discussed), which is just to have the main dialogue split into vessels, and not just a long list of Kerbals (because it can be really long, sometimes). TAC Life Support uses this method and it works pretty well. And on a different note, I was wondering how Kerbal Health is affecting people's games? Because the point of a mod like this is to get you to make different decisions and make the gameplay more immersive. Personally, I've found that it makes little or no difference to a Mun mission. You can do a round trip with a simple capsule full to capacity with no problem. Minmus, however, is a different matter (I've not done anything interplanetary yet). You can send a simple mission half full, I've found, but with no loitering time at all -- it's a pretty fine margin in fact. I'm thinking about either making a cycler to support extended missions, or, more likely, a Minmus outpost so that kerbals can recover a little before making the next leg of their trip. Either way, no more sending the little guys to Minmus and back in a Mk I command pod.- 1,033 replies
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
cyberpunkdreams replied to Thomas P.'s topic in KSP1 Mod Releases
Okay, thanks. I did try looking through the last few pages of this thread but couldn't find anything to do with it. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
cyberpunkdreams replied to Thomas P.'s topic in KSP1 Mod Releases
It seems that the latest version of Kopernicus has broken a stock function to do with biomes (I don't really get all the details!), and is causing problems in quite a few mods, including SCANSat and VOID, that I've noticed so far ( ). Here's a log file. -
[1.3.1] Docking camera (KURS) (14.feb.18)
cyberpunkdreams replied to DennyTX's topic in KSP1 Mod Releases
Thanks for fixing that and working on this guys, I really appreciate it. And luckily, I to had a backup (S.A.V.E. for the win!) -
[1.3.1] Docking camera (KURS) (14.feb.18)
cyberpunkdreams replied to DennyTX's topic in KSP1 Mod Releases
I'm getting a vessel load error -- OnboardCamera is missing. I'm using the latest version of the mod, just downloaded as the instructions above, all old files deleted, downloaded from CKAN. Do you need a log file for this? -
[1.11] RemoteTech v1.9.9 [2020-12-19]
cyberpunkdreams replied to tomek.piotrowski's topic in KSP1 Mod Releases
At the moment you have to turn comm net off completely. None of its settings have any impact. In the next version of RT it'll be fully integrated though.