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Katten

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Everything posted by Katten

  1. Sweeet! However, I really only test it with the last version. And, if I write 1.4.x it is not really clear if I have confirmed compatiblity with the latest version yet... so I'll just keep it like this. I'd like to commit to keeping mods updated at all times to the latest release =)
  2. I guess so, but i only test with the latest version really
  3. I noticed an issue with the latest release related to the reversion of the animation direction, causing the Open animation to be instantaneous. Will solve soon or revert back...
  4. v2.1.0 * Now compatible with KIS/KAS * Fine-tuning now works without having to disable the mod * Increased default spring&force
  5. I have added logic that removes the need to manually disable the mod while fine-tuning, and I'm halfway there on KAS compatibility. So things are looking good for a release soon =) The kerbal getting stuck from touching the vessel doesn't sound like an issue with this mod... I'll try to reproduce it tho.
  6. The activation value is not persistent atm, so it wouldn't have helped. I have not yet had time to test compatibility with KAS, tho it is definitely on the agenda. Hopefully i can test and resolve this soon!
  7. Hmm, that's true. I'll put the energy into finding an automatic way of dealing with it tho.
  8. I think it will create more confusion when things are not working due to not having activated it...
  9. Listen up! Jenna Kerman in Finance has unfortunately noticed the complete lack of incoming funds and the obvious overspending on huaraches. She says we need to go out there and get some nice photos of other planets to justify more investments. Our scientists will also be happy to analyze those photos! v1.8.0 - Strike a pose * Added two cameras for science * The hinge now has an optional platform * All moving parts now have deploy limits where 100 is fully open * Changed action name of all moving parts from Deploy to Toggle to better reflect their function * The landing balloon now defaults to the Gear action group This is very much a beta! Please give feedback on what you think of these parts - the functionality, balancing, models etc. Anomalies The photos taken with these cameras will most likely show some anomalies due to technical issues or maybe fairies. Hopefully, we can solve all that in the future. Science definitions If anyone wants to help with writing texts for the scientific experiment popup menu, that'd be greatly appreciated! It is a simple process of editing a text file (RocketEmporium/ScienceDefs.cfg) SOAP-1 Probe Camera Early game single photo camera available under Basic Science. SOAP-2 Panorama Camera A smaller camera optimized for weight available under Advanced Exploration. Take multiple photos to create a 360 degree panorama!
  10. Great ideas! #1: should be easy enough, will do. Right now there is only toggle. #2: yeah, that bugs me too. I will check if I need to invert the whole animation or if there is an easier way. I think some stock parts used to suffer from the same issue? Maybe that's why they removed the deploy limit option from the small service bays? #3: cool idea, I will check how they do that bug #1: hmm, interesting. 1 Do you know the version of AnimatedAttachment? 2 Are there wheels on the craft? 3 Is KJR installed? 4 Any error messages in the console? There is an option "Debug" in the right click menu, if you enable Advanced Tweakables, that will produce a bit more debug output in the console. I was not able to reproduce this in my dev KSP installation which is close to stock. Bug #2: Please disable AimatedAttachments for the animated part while fine-tuning the position and rotation. Then turn it on again afterwards! This step is annoying, I will see if I can find a way to detect if the user has selected the fine-tuning tools and handle it automatically. Cool idea! I'll see if I can add it in a later version.
  11. I was trying to create this camera, which acts as a science experiment. It requires you to take a 360-degree panorama, which can then be sent for scienz pointz. What do you think?? The part module I created for this can also be configured for a single photo, or other sizes. It also supports showing the current view on a display...
  12. Disregarding the fact that we already have over-powered jetpacks, I don't think it would be that difficult to implement a tether... could be nice for other related things like Mars landers... (and as mentioned, KAS already have them, tho it is a straight line visually)
  13. People DON'T use CKAN? But for what reason exactly?? ...just kidding, will add it! Should be! There was no changes for 1.4.4 compatibility that I am aware of
  14. v2.0.3 * Implemented a work-around for an issue in stock wheel auto-struts
  15. Nice! Here's another work-around - disables all auto-struts on the ship while something is moving, then sets them back to their default value.
  16. Yes, could be cool if you can actually see a composite photo from multiple snaps before you send it =S
  17. Lol, no. Thanks for the report. v2.0.2 * Cleaned out some dlls that were mistakenly included in the release
  18. v2.0.1 * Improves compatibility with KJR. The above fix is no longer required and will not make any change. Some issues still remains when using wheels, when KJR is installed.
  19. Yeah! It'd be cool with one where you have to take a set of photos to create a panorama before you can transmit it
  20. Edit: no longer needed =) I've tested AA with KJR. The CKAN version seems to be incompatible with KSPv1.4.4, and is not active when installed, so it doesn't cause any issues with AA. There is a fork of KJR, that works for KSPv1.4.4, available here: https://github.com/meirumeiru/Kerbal-Joint-Reinforcement/releases With this version installed, AA will not work. There is however a mechanism in KJR to enable compatibility with robotics mods, made just for this kind of situations. I will ask them to add the fix. Meanwhile, you can add the fix yourself by editing the config.xml file in the Gamedata/KerbalJointReinforcment folder. Add the following line in the xml file: <string name="exemptModuleType6">AnimatedAttachment</string> Thanks to TheKurgan who figured out this solution.
  21. Happy to hear =) Here is a test from @TheKurgan with BD Armory =)
  22. v1.7.1 * Fixed the rover lander center of mass, that was previously under the part * Cleanup (removed AnimatedAttachment from configs and put it in an MM patch instead) * Added separate colliders for the moving parts of the hinge and rotator, so parts can be surface attached to them
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