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KSP2 Release Notes
Posts posted by RealGecko
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Version 0.11.1:
- Fixes for KSP 1.2.2
- Added "Close" button to main window
- Toolbar button won't appear in editors
On 09.12.2016 at 7:57 PM, TeaOtter said:I've just tried it on my career save using a rover with an Interstellar Extended reactor+generator for power generation.
Try latest version.
23 hours ago, Tochas said:Input is null for field 'landedAt' in config node ''
at System.Environment.get_StackTrace()
at ConfigNode.AddValue(System.String name, System.String value)
at ProtoVessel.Save(.ConfigNode node)When you launch your rover it's ProtoVessel field landedAt is null, and it causes error at this two methods, nothing I can do about it as it is a part of KSP core, however this error is not critical.
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20 minutes ago, Wheffle said:
unexplored planet blur
By the way: will it work with Kopernicus oriented mods like OPM?
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10 minutes ago, Wheffle said:
Thoughts?
That sounds interesting actually, something similar to Research Bodies, but more adequate IMO, cause flying to space without knowing solar system is a bit odd, but not having info on bodies until you actually reach them sounds sane
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Hmmm, can't see screenshots.
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42 minutes ago, Li0n said:
v0.7 The Sun Light edition
Sweeeet
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1 hour ago, TeaOtter said:
Interstellar Extended reactor+generator for power generation
I'll see what can I do.
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1 hour ago, Fr8monkey said:
Here is a new on that says 1.2.2 in it
Are you sure?
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12 hours ago, Fr8monkey said:
https://www.dropbox.com/home/KSP log?preview=persistent.sfs
[KSP Version]: 1.1.2.1260 (WindowsPlayer) (x64) ==============================
????
https://github.com/Real-Gecko/KSP-BonVoyage/releases/tag/0.10.1
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10 hours ago, Fr8monkey said:
Maybe hinting about it isn't the right way to do it...
What goes around:
On 08.12.2016 at 11:07 AM, Fr8monkey said:or something like that
Comes around:
On 08.12.2016 at 11:08 AM, RealGecko said:Sorry, my telepathic abilities are not working today
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1 minute ago, Fr8monkey said:
Couldn't get it to work in 1.2.1 either...
It works with 1.2.1, I'm using it in my career. But...my telepathic abilities...you remember...
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1 minute ago, Fr8monkey said:
No Pohali...
Then, mod is incompatible with 1.2.2.
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Sorry, my telepathic abilities are not working today, so the more info you provide, the more help you can get.
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4 minutes ago, Fr8monkey said:
1.2.2
Yes.
No.
And message on "Poehali!!!" button click says?
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1 hour ago, Fr8monkey said:
Can someone explain to this old man what is going on?
KSP version? Messages on "Poehali!!!" button click? Big red "Bon Voyage Control Lock Active" message?
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9 hours ago, Elix said:
Tried to "upgrade" but got a CKAN error.
There were some issues with CKAN due to version numbering clash, I fixed them with series of pull requests to CKAN-meta and NetKAN repos:
https://github.com/KSP-CKAN/CKAN-meta/pull/1238
https://github.com/KSP-CKAN/NetKAN/pull/4999
https://github.com/KSP-CKAN/NetKAN/pull/5002
In future no trouble must occur, but yes, upgrading to 3.4.1 better be done with reinstalling.
12 hours ago, goldenpsp said:One option would leave the EL DLL in its original location. That way at least if people do install both mods they wouldn't completely break due to a double DLL issue. It may not have fully intended results as you would have both EL and stock parts capable of doing the same things. Actually I could see some people liking that.
If you're installing with CKAN it won't let you install both, if you're installing manually, then KSP won't load both assemblies with the same name. OTOH current layout allows for other mods to detect which one is currently installed and provide differrent MM patches for both, like it's done by @Eleusis La Arwall in his KDVA mod:
// Definition is only used when SC is NOT installed RESOURCE_DEFINITION:NEEDS[!SimpleConstruction] { name = Metal density = 0.039 unitCost = 9.36 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true }
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SC "conflicts" and "provides" ExtraplanetaryLaunchpads.
Emmm, sounds unclear I presume
SC conflicts with EL so they cannot be co-installed, but SC also "provides" EL, so mods like KDVA may use SC as alternative without defining some extra dependencies on CKAN.
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13 minutes ago, schlosrat said:
Hey, I'm having an issue with my bases where some of the parts of the base keep sliding around slowly.
I have this issue all the time with my Mun base. I have eight different ships that are not connected to each other (I use Simple Logistics), but nevertheless some of my ships rotate, slide, move all around the place. The most ineteresting is that KPBS based shp is not sliding, meanwhile ships with stock landing legs do all they want. I think it's stock problem that has nothing to do with EL. I even had to install Vessel Mover to fix things from time to time, not the best solution, but until bug exists I'll use it.
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4 hours ago, BrutalRIP said:
when using scansat its impossible to change the large maps to a different planet
Hmmmm, something similar was in another mod, Celestial Body Science Editor as far as I can remember. Will check that.
3 hours ago, DMagic said:In any event, SCANsat will be changed over to the new UI sometime soon, so it won't be affected by this mod.
Are you planning to switch to Unity 4.6 UI? I presume it does not have trouble with clickthroughs and all other things. Intriguing why mod developers still stick with OnGUI() and GUILayout...
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1 hour ago, SrKomodo said:
Do I have to also install SimpleConstruction for this to work?
It's clarified in OP title: Simple Construction Addon
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Actually KSC contains only 1785 science. Grab Bon Voyage, explore The Mun with it, you'll have much much much more science:
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1 minute ago, Jaxx said:
It seems to not work on 1.2.1 even though CKAN thinks it does. No button appears on the KSC menu.
L-Tech Scientific Industries?
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I know what mod will be co-installed with your planet pack
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Leave poor eggheads alone, let them play with their test-tubes
[KSP 1.3.1] Bon Voyage 0.13.2.1 - Make your wheels rolling! 2017-10-15
in KSP1 Mod Releases
Posted
Wasn't rover position autofixed?