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zer0Kerbal

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Everything posted by zer0Kerbal

  1. thank you. I still suggest to submit through GitHub - that way I won't forget, because many things ahead of this including merging the two into one, but with both modules still intact (one .dll instead of two)
  2. For Both Field Training Facility and Field Training Lab Field Training Lab Version 1.1.0.0 for Kerbal Space Program 1.8.1 Released on 2020-03-25 Field Training Facility Version 1.1.0.0 for Kerbal Space Program 1.8.1 Released on 2020-03-25
  3. yes, and is an interesting idea. Don't know how difficult to code - suggest putting in a feature request (on both repos) on Github.
  4. IIRC - it might be because the modules changed when KIS/KAS underwent major revisions after a major KSP update.
  5. @linuxgurugamer I use JC for my dev games - and it can get a little confused as to what is installed (mods). Is there a simple/easy way to 'reset' just the installed mods list for janitor's closet? I would also love a button, yes, I know, a button, about yeah high and about so-so wide that would take the 'hidden' and 'pruned' and turn the list into a MM patch...
  6. Same issue with the full blown Launchpads. I am hoping that any issues like that will be resolved when it is recompiled for 1.9.1 soon™. I believe I saw @taniwha say will be releasing a new version of EL soon™er™is™ - so might wait until then. sorry to hear that. Thank you and welcome! *chuckle* and soon KD will join the crowd! thank you.
  7. This won't be until 1.0.4.0 (next release) which is targeted for KSP 1.9.1. It is *mostly* working - just some minor polish and code to decipher. Concerning Field Training Lab (FTL) and Field Training Facility (FT) both are working brilliantly in 1.7.3/1.8.1/and 1.9.1. (the 1.8.1 and 1.9.1 builds are not released yet) . From what I can tell, nothing in KSP broke them from 1.7.3->1.9.1 /YMMV/. Plus there are pre-release builds on github for 1.8.1 and 1.9.1. S̴̻̞̀͒͘͜i̵̝̪̐͒m̴̡̦̝̐͑̓p̵͓̫̫͋̓͠l̴̡̻͎̔͑͑e̴̠͔͚̽̐̔L̴͉͉͇͑̔͆o̴͎͖͔͋́͠g̵̡̘͍̽̓͑i̴͔̞̠̓̿̕s̸͖͓͚̓̽͝t̵͉̠͓͋̈́i̵͚͖̔̽̚c̵̢̟̈́͊͘s̵̡̞̝̽̀͛!̴͎͕̪̽̐̀
  8. It will be on CKAN. I am hoping that I can continue the existing Spacedock posting - look at that might be what you are looking for.
  9. congrats on the release! here is how you feel: here's what the world sees: +1 now if I could only convince you to update the Mk2Y (Yarbrough08's) pod for my re-release of it.
  10. Version 1.0.3.5 for Kerbal Space Program 1.7.3 Released on 2020-03-22 []LINK:license []LINK:license Version 1.0.3.5 - Automation Motivation Modernization Automation Motivation Modernization KSP 1.7.3 with .NET 3.5 this preps mod for much easier releases Code and Code Related added Version.tt and AssemblyVersion.tt automation moved AssemblyVersion.tt/.cs into Properties/ updated to v2 of InstallChecker.cs moved Textures/ -> Plugins/Textures/ Deployment and Backend update changelog to include new Kerbal Changelog features updated _deploy and _buildRelease automated Readme.md -> Readme.htm Readme.htm now included in release CONTRIBUTING.md now included in repository updated .version to be avc compliant added avc github checker and badge updated .gitattributes .gitignore added json's updated / modernized .csproj updated Readme.md updated Releases.layout.md See Full Changelog for full details of changes See Known Issues for known issues red box below is a link to forum post on how to get support Kerbal Space Program 1.7.3 Unity 2017.1.3p1 .NET Framework 3.5 Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date
  11. https://github.com/zer0Kerbal/FieldTrainingFacility/issues/1 https://github.com/zer0Kerbal/FieldTrainingFacility/issues/2
  12. Field Training Facility Version 1.0.3.5 - Automation Motivation Moderization zer0Kerbal released this 15 Mar 2020 Automation Motivation Modernization for KSP 1.7.3 with .NET 3.5
  13. excellent. am working with several other coders (who will get all the glory and credit) to push out these improvements. I know it can be done - just needs me to focus down and do it. I want this feature too. In reality this is how I see it six months (hopefully less) from now. All 'hubs' or network points will be able to choose from 'normal', 'push', or 'pull' modes. Default is obviously 'normal'; which acts like it does now. Push only send resources. so Generators, Drills Scrapyards... etc. Pull only receives - so warehouses and end consumers. hardest part is the GUI -> which is well beyond my abilities right now. Thank you ! I love feedback, and rarely get enough. I also suggest putting in a Feature Request on GitHub detailing what you want. (Use the Issues tab).
  14. can't blame you - my posts are often TL;DR - Glad to hear that! PS - also a new version is on its way. Prelease is on GitHub - just waiting for the 'all clear' from the beta tester.
  15. Thank you. @severedsolo and @magico13 get all the credit. With that said: OhScrap! has a hard dependency on ScrapYard. Do yo have that installed? I realize now - sort of confusing - but done this way because of the way CKAN operates. Will change for next release moving ScrapYard from Requires to Depends.
  16. hmm... perplexing. @HebaruSan any ideas? Are there any personal patches in GameData\SimpleLogistics\ ? Have you tried a hard reinstall? (manually delete GameData\SimpleLogistics\ : then fresh install through CKAN) while am here - working on new features for the 1.9.1 release. already compiled, just coding in the new features. no eta - depends upon how difficulty to implement.
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