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KSP2 Release Notes
Everything posted by flart
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somehow I thought that it is some kind of typo in that file and WRN quote will be enough, but there it is https://www.dropbox.com/s/70ao4jzmutzm5kk/KSP.log?dl=0
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KAX v2.8.0.2 KSPe.Light.KAX v2.1.0.16 [WRN 06:35:05.604] 1 warning related to GameData/KAX/Patches/KAX_FAR.cfg
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
flart replied to nightingale's topic in KSP1 Mod Releases
Does it just mean that some contract packs was removed but the game still try to load them? I have something like 30 of those Errors. Can I fix it?- 5,206 replies
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I have JNSQ 0.8.5 on ksp1.7.3, EVE1.7.3.0 from CKAN logs: https://www.dropbox.com/sh/m735q4fijr0hb1t/AAAD3u30TrDrB2GQ7kEHtDKja?dl=0 Same happens without EVE & PlanetShine (added second logs to folder)
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A problem, appeared somewhere around 0.8.1 - 0.8.5 update, which looks like EVE related. Sometimes ... clouds touch the KSC. It is fixed after going to map, and back.
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There was some discussion about working with Konstruction Ports, but I didn't found the answer to you want to introduce the weld option to this mod? cons for that would be: Merging Ports is a portion of the Konstruction.dll, also Konstruction have parts, and rely on USI_tools, which also have some patches and .dll and all of this is USI world, and intended to work all together. Merging Ports there do not need any additional parameters or actions as Compress Parts (Rotate), snapping, torque or port roll from Konstruction, all already there, only the "Compress".
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I see, thanks for clarification. .version links to master/KAX.version, which is updated, so AVC tell, that there is a new version. Also github have prerelease checkbox, which could help understand at once that nothing is forgotten.
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[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
flart replied to SpinkAkron's topic in KSP1 Mod Releases
Could you also backport new patches to ksp 1.7.3 and release v1.0.9? I didn't find a link to github repo, so it is pretty difficult for me to do it locally -
this code originally was in the KCT, I updated it, and now it is almost work with VesselSpawnDialog (LaunchPad/Runway GUI) https://github.com/.../KVASS.cs#L158 "Almost" because of one thing - the launchsites radiobuttons. It works when I launch using little launch button (per launchsite), the code is the same, the launchsitename is gotten from the GUI, it works when I launch with GreenLaunchButton to the default LaunchPad/Runway, but if I change a launchsite using a radiobutton, and then use the GreenLaunchButton, I can't get sitename, because KCT use launchSite = EditorLogic.fetch.launchSiteName which will not work for the KSC scene (VesselSpawnDialog). A small question is how to solve that problem? (get selected radiobutton's launchsitename or at least completely disable radiobuttons and leave only GreenLaunchButton and smallLaunchButtons ), and a large question is how this code was born in the first place? I found in the KSP API UILaunchsiteController but it hasn't any mentions of launchPadItems and other objects used there. Most likely I can at least disable radiobuttons in the same way as littlelaunchbutton was got there: site.GetType().GetPublicValue<UnityEngine.UI.Button>("buttonLaunch", site); but where I need to find the PublicValue for that, if not in the KSP API? if (settingsGame.AllowOtherLaunchSites) { UILaunchsiteController controller = UnityEngine.Object.FindObjectOfType<UILaunchsiteController>(); if (controller == null) return; object items = controller.GetType()?.GetPrivateMemberValue("launchPadItems", controller, 4); if (items == null) return; IEnumerable list = items as IEnumerable; foreach (object site in list) { UnityEngine.UI.Button button = site.GetType().GetPublicValue<UnityEngine.UI.Button>("buttonLaunch", site); if (button != null) { button.onClick.RemoveAllListeners(); string siteName = site.GetType().GetPublicValue<string>("siteName", site); button.onClick.AddListener(() => { LaunchClickListenerBoth(vesselSpawnInfo, siteName); }); } } }
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Version 0.12.0 Recompile for ksp 1.8 .NET 4.7.2 add SpeedUp by Science (disabled by default) add difficulty presets option for showing the planning time on an alarm creation support of Launchpad/Runway GUI The green button launches only to Launchpad/Runway the MH launchbuttons launch to the MH launchsites [known-bug] MH radiobuttons doesn't work for now Queue shifts work on any scene [known-bug] Alarms are created with WarpKill, even if the option is disabled. After a scene change alarms became as it suppose to be with/without WarpKill.
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Internally the mod just add fake trainings named something like HomeTraining1 - HomeTraining5, which was predefined by squad, and they have values equal to additional XP in the table Also the trainings need to be sequenced (iirc, if you add only HomeTraining2, ksp will also add HomeTraining1) Level Stars Additional XP Total XP 0 ☆☆☆☆☆ 0 0 1 ★☆☆☆☆ 2 2 2 ★★☆☆☆ 6 8 3 ★★★☆☆ 8 16 4 ★★★★☆ 16 32 5 ★★★★★ 32 64 So if you have Level1 (XP2) Kerbal going to Lab, then after training to Lab-L1, the kerbal will be Level1 (XP4) if you have Level1 (XP2) Kerbal, which got his level not by orbiting Kerbin, but also by achieving HomeTraining1 (TRP-Hire, stock cheat kerbal creating, or some other mod), then lab L1 will do nothing, as kerbal already have HomeTraining1, and herbal will be Level1 (XP2) But if you have Level1 (XP7) Kerbal going to Lab, then after training to L1, the kerbal will be Level2 (XP9) I already was looking at the code, and also was merging them, but never was finishing it and couldn't figure out how to solve this non-obviousness. Maybe obsolete Lab Levels, and just training XP, and show to user only them? Or limit to training only fresh kerbals, check their HomeTrainingX, and train only on surface of Kerbin?
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Version 0.5.1 new: TransparentPods 1.2.3.3 updates: ksp 1.8.0 Restock+ dev extras: remove :FINAL from the Extras patches
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[1.12] CommNet Antennas Extension / Info / Consumptor (2024-09-16)
flart replied to flart's topic in KSP1 Mod Releases
Commnet Antennas Info v2.2.0 recompiled for ksp 1.8.0 showed "Consumption" as EC/Mit hided "Antenna State" for Internal Antennas, because they can't transmit science supported parts with several ModuleDataTransmitters updated MM 4.1.0 targeted .NET 4.7.2 Commnet Antennas Extension v2.1.0 MM 4.1.0 packetSizes are integers now packetResourceCost is more stockalike -
И самое важное, если у вас не сохраняются глобальные настройки, то нужно сменить региональный формат в Windows на Английский (США) Сквады уже в курсе и работают над этим.
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Installed via CKAN version has another 2 (testing?) legs: KSPWheel-microLegRadial.cfg and Stock-microLegRadial.cfg, and one of them doesn't extend. Did you forget to remove them from archive? And MicroKlaw maybe need to be in the "Coupling" instead of "Utility".
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Кстати да, ещё у меня есть "минимальная версия", в которой удобно что-то быстро протестировать CommunityPartsTitles AnyRes CommunityCategoryKit EditorExtensionsRedux JanitorsCloset HyperEdit KerbalEngineer KSP-AVC KSPDev QuickStart SpeedUnitAnnex WasdEditorCamera ModuleManager https://www.dropbox.com/s/qvhi0otzq2gz94k/minimal-mods.ckan?dl=0
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@rebel-1 первая кнопка вынимает электропривод физически и соответственно делает деталь легче, вторая кнопка отключает электропривод в редакторе, но после запуска аппарата его можно будет включить. А то, что если электропривод в редакторе вынуть, то вторая кнопка не исчезает в редакторе — это баг. И после запуска, возможности включить отсутствующий двигатель уже не будет. Двигатель: В сцеплении — в сцеплении с самой деталью. т.е. либо сцепление есть, и двигатель крутит деталь и мешает ей крутиться самостоятельно, либо сцепления нет, и деталь крутится, как хочет под воздействием прочих сил. В оригинале: Motor: Еngaged
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@rebel-1 Janitor Closet от LGG, у почти всех его модов зависимости ClickThroughBlocker и ToolbarControl. Всегда с этом модом всё было хорошо. Он у меня даже в версии ksp для модинга