siimav
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KSP2 Release Notes
Posts posted by siimav
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7 hours ago, Gupyzer0 said:
Wouldn't it be better to move CC to a newer post?
Not really. Sure, the title of the topic could be fixed then but all the knowledge would get split between 2 different threads. Besides that, CC is maintained by an organization now, not me personally. The model of only a single person being able to modify the thread doesn't fit well at all.
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Just no. This still applies:
1 hour ago, siimav said:I refuse to do anything that would affect MM patches after the game has loaded.
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3 hours ago, Ooglak Kerman said:
@siimav A feature recommendation if you please
Behaviour to rename a .txt file to a .cfg (RenameTextFile)Example use case: enable a MM patch to add a resource or module to a part upon successful completion of a contract or parameter.
It is understood that a game restart would be necessary.
I'm sorry but that sounds like a terrible idea. I refuse to do anything that would affect MM patches after the game has loaded. There's always a better way.
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What's Changed
- Add support for generating waypoints centered on vessels by @siimav in #47
- Fix various issues with showing generated waypoint markers
- Eliminate many double or triple dictionary lookups
Full Changelog: v2.10.0.0...v2.11.0.0
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RP-1 itself. You can't get those without having RP-1 + ProcParts/ROTanks installed.
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Anyway, I pushed a speculative fix for auto-strut joints breaking more easily than they should.
https://github.com/KSP-RO/ProceduralFairings/releases/tag/v6.6.1.0 -
1 hour ago, Xavier513 said:
Sure, try this simple craft plz:
KIU-Pack/test-fairing.craft at master · vaporz/KIU-Pack (github.com)
Just load the craft, hit space to stage, then watch the craft dropping on the ground:
with auto-strut on, the fairings will disconnect,
with auto-strut off, the fairings remains connected.
I can reproduce in my save every time.
On my install the fairing sides stay attached even when dropping at absurdly high altitudes. Only way I got them to detach was when decoupling the i-beam while the fairings were attached and even then not on every try.
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@Xavier513 Do you have a craft file that consistently runs into this issue? Preferably without using parts from those Chinese part packs. If so then please send that to me.
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Can the weak fairing side connections be replicated with a stock-ish install? So preferably just ProcFairings and possibly KJR installed.
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@moyashiiis that with the PF version that was released a couple of days ago? Or an earlier version?
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It would certainly help to not have an RP-1 version that is outdated for 7 months now.
https://github.com/KSP-RO/RP-1/pull/2237/files -
25 minutes ago, Ooglak Kerman said:
At what point was that attribute added?
2.0.0, I believe
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@Ooglak Kerman you can add
QuotecheckOnActiveContract = false
to AcceptContract to prevent it from failing a contract that is already accepted. Unfortunately it's one of those new attributes that aren't documented in the wiki.
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12 hours ago, French Countryball said:
when i use this w/ RP1, i cant use the hangar or the VAB. When i dont use FAR with RP1, i cant get programs to get contracts. Is this something on my part? If so how do i fix it?
Your install is brokem. Please follow this guide for installing RP-1: https://github.com/KSP-RO/RP-1/wiki/RO-&-RP-1-Express-Installation-for-1.12.3
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@mnbvcxzWhat you actually should do is update RO to the latest version. It has a fix for the issue you encountered.
@gilflo That's how it's supposed to work https://github.com/KSP-RO/RealismOverhaul/blob/83f59f14add1d98d27e50e5d327c293e5a83d799/GameData/RealismOverhaul/Engine_Configs/LE5_Config.cfg#L199
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@linuxgurugamer I created a revised version of default shape configuration here: https://github.com/B9-Procedural-Wings/B9-PWings-Modified/pull/24
As you suggested - it's now global instead of per-part. -
No plans. That would be a horrendous amount of work.
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@texashopkins Issue is fixed in the latest ContractConfigurator release.
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What's Changed
- Fix incorrect cc.req.CompleteContract.cooldown in localization by @IO5 in #33
- Fix Rendezvous Parameter check not honoring disableOnStateChange=false by @IO5 in #34
- Fix ArgumentNullException when using Expression and OrbitGenerator Behaviour together by @IO5 in #35
- Make usage of expressions in Contract Requirement possible by @IO5 in #36
- Fix vessel not getting dissassociated on contract completion by @IO5 in #37
- Fix HasCrew crewOnly attribute throwing harmless warnings by @siimav
Full Changelog: v2.8.0.0...v2.9.0.0
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2 hours ago, linuxgurugamer said:
I merged 22, but 23 has conflicts with it. Can you please review and fix? Ping me when it's done
Thanks. The conflicts have been resolved now.
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What's Changed
Full Changelog: v2.7.0.0...v2.8.0.0
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What's Changed
- Fix fake failed parameters breaking on tracked VPG vessels. by @siimav in #30
- Fix Duration getting reset when wrapped inside Orbit by @siimav in #29
- Add update frequency attribute to parameters that rely on polling by @siimav
- Don't clobber loading screen tips when RP-1's installed by @NathanKell
- Update build actions to strip excess dlls by @NathanKell
Full Changelog: v2.6.6.0...v2.7.0.0
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
in KSP1 Mod Releases
Posted
This is disabled on purpose because the burn indicators depend on dv calculations and unfortunately stock doesn't really understand RF engines.
I would just look elsewhere. There are other mods (like SMURFF) that adjust the performance of stock parts to work with RSS.