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Official API Documentation KSP 1.12.0
Gurki replied to JPLRepo's topic in KSP1 C# Plugin Development Help and Support
We can access the XML and HTML zip package from the wayback machine too (links are available at the bottom of the index page). I wonder if publishing them in a github repository would be acceptable license-wise. -
Official API Documentation KSP 1.12.0
Gurki replied to JPLRepo's topic in KSP1 C# Plugin Development Help and Support
OP links are no longer valid, for anyone looking for them, https://web.archive.org have a backup for 1.12.4 : https://web.archive.org/web/20240501000000*/https://kerbalspaceprogram.com/api/index.html Backup made at the end of July 2024. Sadly the wayback machine haven't 1.12.5 documentation. Anyone having a backup ? -
Gurki started following Quick question with IVA removal
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Quick question with IVA removal
Gurki replied to Jesusthebird's topic in KSP1 Technical Support (PC, modded installs)
Sorry for reviving this old post but I have a followup question. Is the MM patch enough for the game engine to not process IVA models and texture during loading or should I also delete relevant files to ensure that the game doesn't process them at all ?- 5 replies
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You can put an antenna on the vessel to transfer data to KSC as the experiment is running. The data space available isn't really an issue in overall. Running out of data space will just slow down your experiments for the time needed for your antenna to send them to KSC. Note that the science storage box doesn't provide HDD space, only sample slots. As far as I know, only pods and probe core give HDD space (imho a HDD part would be handy for only a few long running experiments) I agree that timing and data size of some experiments need tweaks to be more realistic Regarding upgrades, the stayputnick doesn't receive them and I'm not sure that the MK1 pod get them too. That's an intended behavior. But higher probe core and pods in the tech tree get them.
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Well ... They don't produce science like stock in the sense that you can't rerun finished experiments then feed the lab for extra science points if that what you have in mind.
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Experiments are split in two categories. Some produce only data (instruments reading like thermometer, geiger, pressure ...) that can be transferred via ComNet for science and others (Goo, ScienceJunior, ...) produce sample that need to return to Kerbin ground for catching them and get science. Or if it's too long/hard to bring them back on Kerbin, you can bring them to a Science Lab where they will be studied by a Scientist. These sample will then be converted to data and transferred via ComNet to Kerbin. So they still produce science, but the not in the stock way and not for everything.
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@subyng The ECLSS functionality is on almost every crewable part, search for "Configure Pod" in PAW menu to open dedicated ECLSS configuration panel. By default, part pop in VAB/SPH with "scrubber" a "humidity controller" until reconfigured, so you should also see "Scrubber: running" and "Humidity controller: running" The dedicated part is named "External ECLSS Module" and should be found in the new category "Life Support". Look for a flower in the bottom of the left panel in VAB/SPH.
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@The-Doctor Apparently, Kerbalism by itself only support the Hitchhiker (https://github.com/Kerbalism/Kerbalism/blob/a0df2935c57fe139b58e9e40314254df1b98719e/GameData/KerbalismConfig/System/Sickbay.cfg#L1-L33). That being said other mods can support it by themselves. Reposting my question as its now on the previous page
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Hello there ! I tried to do an mining contract on the Mun (Acquire 600 fresh Ore/Have 600 Ore onboard). The Ore is correctly harvested in background (even from space center). Actually, the "Have 600 Ore onboard" is fulfilled but not the "Acquire 600 fresh Ore". Does Kerbalism break these contracts ? Thanks
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Gurki replied to politas's topic in KSP1 Mod Releases
LGG told me to put it here That also what I think but I didn't want to submit a "testing-versionning-stuff" mod to CKAN -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Gurki replied to politas's topic in KSP1 Mod Releases
I think that I found an issue in the CKAN (NetKAN ?) indexer while figuring out why MechJebForAll download an old version for KSP 1.7+. For versions 1.3+ of the mod (since linuxgurugamer adoption) the AVC version file only set a KSP min version but it look like the indexer pull the max version from SpaceDock instead of adding something like 1.9.99 (that we can see in some mods). As version 1.2 (from creator) is flagged as compatible with any KSP version, it is then installed. Unrelated question but I didn't found in the doc how could I mark a mod as being compatible with any KSP version (I mean ksp_version = "any" in ckan file) via AVC file. I could set 1.9.99 as max version but who knows, we may have a KSP 2.0 one day maybe -
@zakna2g You certainly have the ReStock mod which found a way to exclude model and textures to be loaded by KSP to freeup VRAM. They made a system of blacklist/whitelist to allow or not such files to be loaded. @RoverDude The following PR will fix that https://github.com/BobPalmer/ExplorationPack/pull/154 Cheers
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[1.9.x] Contract Pack: Bases and Stations Reborn
Gurki replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer Issue (and fix) submitted -
[1.9.x] Contract Pack: Bases and Stations Reborn
Gurki replied to linuxgurugamer's topic in KSP1 Mod Releases
Months later ... You're welcome Issue are not enabled on the repository so I post it here. I encountered an systematic issue with "Crew a Base or Station". I only have to switch to that station to validate the mission, even if there is no Kerbal in (which is the plot of the mission). It happen for any station anywhere. Didn't tried it with a base yet but I guess that the bug will be there too. Issue encountered with KSP 1.7.3, modded install and home-compiled (but not patched) ContractConfigurator using KSP 1.7.3 binaries. Cheers ! -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Gurki replied to sarbian's topic in KSP1 Mod Releases
That was more or less something that I did to remove duplicated module added by Kerbalism on kerbalEVA from my setup. Obviously KSP merge parts defined multiple time after MM. I was wondering if doing that merge in MM as some kind of pre-process, applying patches and returning to KSP something that has no duplicated definition is possible. It will avoid accidental duplicates for any parts, but I'm not sure if it worth the effort of implementing it ...