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siimav

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Everything posted by siimav

  1. Did a PR against your fork. Actually RO/RP-1 isn't directly at fault here. The thing is that average RP-1 installs have a lot of part mods installed which in turn will create tons of MonoBehaviours.
  2. @Kerbas_ad_astra Do you also have plans of getting your fork onto CKAN? This would do a great service to RP-1 players since this mod is a dependency and currently players have to mark KSP v1.3.1 as compatible in CKAN settings to even be able to install RP-1.
  3. @Calvin_Maclure Update your RealFuels to the latest compatible version.
  4. Why I asked this issue to be posted on the forums is that I remember seeing reports about the stutter on the KCT thread. People on the RO discord have occasionally also reported those stuttering issues on version newer than 1.4.5.6. My SepIntegration branch has until recently been based on the 1.4.5.6 version and I can't remember any similar reports about it. This is why I think that changes made after that version are the most likely candidates for the stutter.
  5. You know what works best with RSS? RO and RP-1 of course!
  6. Yes, 1.6.1 and 1.7.3 are the KSP versions RP-1 will be targeting.
  7. But RO for KSP 1.6.1 has been available for months by now.
  8. The root part needs to be located on the payload stage to get reliable dv figures.
  9. No, doesn't look like it does. https://github.com/linuxgurugamer/KCT/blob/master/Kerbal_Construction_Time/KCT_GUI.cs#L1200
  10. You're right about the partName instead of name bug. This could prevent the Fill Tanks & Launch button from being visible even though not all tanks are full. But it can't possibly fix @Omnipius's issue because they said that the fill tanks option doesn't fill them which means that the button had to be visible. Correct me if I misunderstood here.
  11. @oJelly Download this repo instead: https://github.com/Flupster/KSP-X-Science
  12. @linuxgurugamer Oh, right. Those parts are configured to use the ModuleFuelTanks partmodule from the RealFuels mod. I can't remember exactly but it's likely that the player has to manually assign a type of fuel to the parts through the RF UI.
  13. Just tested it on my own 1.6.1 RP-1 install with the 1.4.6.12 KCT. After launching it with the fill tanks option both the Bonanza cabin and tail were filled with AvGas. The cabin was also filled to the brim with life support resources like food and water.
  14. Sure. @New Horizons First of all, you get an upgrade point for every 20 science points you receive which means that it doesn't matter if you actually spent or researched something with those points. The point allocation window should tell you how many science points you have earned. If you still think that something isn't working correctly, then please try to keep track of when exactly those extra KCT upgrade points are given to you.
  15. I've seen reports that the .12 update fixed both the build list and toolbar issues.
  16. KJR Continued is built targeting KSP 1.3.1 and after testing it together with the latest MJ release, I didn't see any exceptions.
  17. @linuxgurugamer Can confirm both issues. My guess is that the fix is to include a bunch of .cs files into the new KerbalConstructionTime.csproj file that was recently added.
  18. Oh they were working properly but for some reason the global multipliers were applied directly to BP calculations, not to Effective Cost. This was mildly annoying with the new formulas for various reasons.
  19. Technically that is not correct as some mods do work without any changes or recompiles in 1.8. KJR Continued is one such example. It's compiled against KSP 1.3.1 and works with every KSP version since then. But you're right that people shouldn't expect mods that were released for previous versions to also work in 1.8. Mods that do work are probably a lot rarer than mods that have issues in the latest update.
  20. First of all your first rocket should be a simple WAC-Corporal with a build cost of 70-100 funds. Although I have to say that launch cost being almost 6x higher than the cost of the parts doesn't sound right at all. Might be something wrong with your install but there's not enough information to do better than guess. You do know about the tooling functionality in RP-1, right? If you haven't already then please also visit the wiki inside RP-1 GitHub repository. Recently a lot of content has been added that should be really helpful to a beginner.
  21. The issue is with the KAC alarms that get automatically added. You should disable those from the KCT settings and the warps will be nearly instantaneous.
  22. @GungaDin No, you don't need any configs for EVE. RSSVE itself contains all the configs you'll need. If you're installing any of those mods with CKAN, then Please do it manually.
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