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KSP2 Release Notes
Everything posted by zer0Kerbal
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it (and OhScrap) are being transitioned to the new GitHub repositories. It is out of our control. I am working today on finishing the last spit and polish on ScrapYard's new Readme.md, which I use for the initial forum thread posting, the SpaceDock mod page, the Curseforge Mod Description page, and of course for the Github and .zip readme's. Almost done, got sidetracked on creating/updating a Contributing.md file (which I have been putting off making for quite some time). I suspect that CKAN is waiting for me to update ScrapYard in SpaceDock ... (more than suspect - know) so SOON™er™ish♥
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that I cannot help with. I spent a little time looking - but no joy.
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this one?
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PPD-F412 Hydroponics module experiment doesnt work?
zer0Kerbal replied to juvilado's topic in KSP1 Mods Discussions
maybe it is this mod: -
it doesn't - but what are you looking for? screen message? in game mail? would only work for loading ODFC modules (those in physics range (~2.4km)) and I understand. *chuckle* that is one of the nice things about this - it shuts itself off when it reaches a certain user-settable threshold. But if the occupants decide to leave the stove on.... I suggest making your way to the GitHub repo and making a feature request. This one should be *knocking on wood* relatively easy and straightforward. UPDATE: Next version is still in the works. Just trying to get one more big bug squished/swatted.
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- electric charge
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short answer: maybe. IIRC the moduleIsEnabled is inherited into all MODULES and for some modules it works, and for some it doesn't. No, I don't believe there is a list of which it works for (part of the gloriously well documented api. ) however there might be an analog: isEnabled might also work. I suggest making two parts (just copy entire .cfg and change the name/title/description) and add the line directly to the RCS(FX) modules and launch a test install to see if they do or do not work. Then if they work, try the patch. Yes, takes longer, but eliminates critical points of possible failure.
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[1.7.x] Comfortable Landing Continued [V1.6.1]
zer0Kerbal replied to flywlyx's topic in KSP1 Mod Releases
and or install Zer0MiniAVC - scrubs 'em all for you! -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
zer0Kerbal replied to Orionkermin's topic in KSP1 Mod Releases
well, good and even better. good because it deserves to live, and with a good maintainer; and better because I like it. Suggestion would be to adjust the naming of your version to reflect that in order to avoid future confusion. -
I hear you and will consider; though this mod has always (as far as I know) created a log; I just moved where it was created/stored because I adjusted the install path. Logger.cs is my debugging boilerplate code; something I add to most code projects and is normally not turned on for releases, just debug builds. In fact, this switch is automatic in my newer builds due to how it is coded (thanks to code snippet from @linuxgurugamer and @Lisias) If anything, most of the mods I release that include a .dll that I compile come with little to no included debug symbols (the .mdb); I usually turn them off for releases. Have you looked at this directory when you are playing? and both ScrapYard and OhScrap! do have those options in settings; did you look? although maybe the settings pages could use a little reorganization... perhaps submit a feature request/issue on github suggesting this. that I cannot answer. Have never played with Dangit.
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
zer0Kerbal replied to politas's topic in KSP1 Mod Releases
oops - meant OhScrap! -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
zer0Kerbal replied to politas's topic in KSP1 Mod Releases
@HebaruSan just a quick heads up-ScrapYard OhScrap! just hit SpaceDock - and probably sent a CKAN submission. Would you kindly just update the existing one to point at the new one? I just adopted it from @severedsolo; along with ScrapYard. Thank you in advance! -
New Thread Here Development thread for both OhScrap! and ScrapYard (new betas (if any) will be posted there)
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PRE-RELEASE DO NOT USE ON LIVE SAVES! YOU.HAVE.BEEN.WARNED. Version 2.1.1.0 - More ways to Fail, and more Kerbals allowed to fix it zer0Kerbal released this 15 Mar 2020 Version 2.1.1.0 More ways to Fail, and more Kerbals allowed to fix it folder restructuring improved workflow added 'Validate AVC .version files' workflow by @ DasSkelett (thank you @HebaruSan) added CONTRIBUTING.md added htm versions of Readme.md CONTRIBUTING.md to root included Readme.htm in future release internal automation updates Allow 'Mechanics' from USI to affect effets suggested by @dirk current code allowed Engineers (and only Engineers) a bonus to repairs adjusted code to allow any Kerbal with the "FailureRepairSkill" to receive a bonus to repairs FailureRepairSkill is a Stock skill that all Engineers have added a patch that adds FailureRepairSkill to USI MKS Mechanics easy to add "FailureRepairSkill" to other careers if requested by users New parts can fail! Implement engine under-thrust/under-Isp failures in a way that doesn't depend on thrust limiter. thank you to @bfrobin446 code from TestFlight (thank you @Agathorn @linuxgurugamer and et al) section covering this code (CC BY-NC-SA 4.0) inserted into license file Speed up new code thank you to @Lisias reset repository/code to 2.1.0.0 updated to faster version of new EngineModuleWrapper.cs new code subject to GitHub ToS and to existing OhScrap License (MIT) folder restructuring improved workflow added 'Validate AVC .version files' workflow by @ DasSkelett (thank you @hebar) Allow 'Mechanics' from USI to affect effets suggested by @dirk current code allowed Engineers (and only Engineers) a bonus to repairs adjusted code to allow any Kerbal with the "FailureRepairSkill" to receive a bonus to repairs FailureRepairSkill is a Stock skill that all Engineers have added a patch that adds FailureRepairSkill to USI MKS Mechanics easy to add "FailureRepairSkill" to other careers if requested by users New parts can fail! Implement engine under-thrust/under-Isp failures in a way that doesn't depend on thrust limiter. thank you to @bfrobin446 code from TestFlight (thank you @Agathorn @linuxgurugamer and et al) section covering this code (CC BY-NC-SA 4.0) inserted into license file
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Reserved for Changelog: Version 2.1.0.0 - new maintainer, same great taste! zer0Kerbal released this 02 Mar 2020
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This is the Development thread for OhScrap! and ScrapYard Release Threads Here: next post will have the active (if any) pre-release dev builds
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Reserved for Changelog: REMOVE PREVIOUS VERSION! Version 2.1.0.0 - new maintainer, same great taste! zer0Kerbal released this 02 Mar 2020 Version 2.1.0.0 - new maintainer, same great taste! >>-- Adoption by zer0Kerbal --<< recompiled for KSP 1.9.1 recompiled against .NET 4.8 updated file structure updated .csproj to zer0Kerbal's updated to zer0Kerbal's automated build process added Logger.cs use Version.Number from tt processes adjusted log path from /severedsolo/OhScrap/Logs/ to /OhScrap/Logs/ Kerbal Space Program 1.9.1 Unity 2019.2.2f1 .NET Framework 4.8
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OhScrap! (OHS) (formerly UPFM) ScrapYard (SYD) based part failure and maintenance addon plugin for Kerbal Space Program. By zer0Kerbal, originally by @severedsolo adopted with express permission and brought to you by KerbSimpleCo Preamble by @severedsolo Features See more YouTube video Lu Localization Installation Directions 1 Dependencies ScrapYard (SYD) to keep track of how many times a part has been built/recovered so that is a hard dependency. (obtained separately) Either 2 Module Manager /L Module Manager Kerbal Space Program 3 Recommends Kerbal Construction Time designed with this with in mind, so would recommend that mod (make sure you use the latest dev version) StageRecovery If you plan to actually re-use your parts (and have them fail), you'll probably want StageRecovery too KRASH Supports USI MKS Suggests On Demand Fuel Cells (ODFC) GPO (Goo Pumps & Oils') Speed Pump (GPO) SimpleConstruction! (SCON) SimpleLogistics! (SLOG) Kaboom! (BOOM) Papa Kerballini's Pizza (PIZZA) TweakScale (twk) Tags plugin, config, information, editor, sound, career, crewed, uncrewed red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @severedsolo for creating this glorious bad-day plugin! see Attribution.md for more Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List Release Schedule this isn't a mod. ;P↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎ may work on other versions (YMMV)↩︎
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PRE-RELEASE DO NOT USE ON LIVE SAVES! YOU.HAVE.BEEN.WARNED. OPEN BETA Version 2.1.1.0 - More ways to Fail, and more Kerbals allowed to fix it zer0Kerbal released this 12 Mar 2020 Version 2.1.1.0 More ways to Fail, and more Kerbals allowed to fix it folder restructuring improved workflow added 'Validate AVC .version files' workflow by @ DasSkelett (thank you @hebar) Allow 'Mechanics' from USI to affect effets suggested by @dirk current code allowed Engineers (and only Engineers) a bonus to repairs adjusted code to allow any Kerbal with the "FailureRepairSkill" to receive a bonus to repairs FailureRepairSkill is a Stock skill that all Engineers have added a patch that adds FailureRepairSkill to USI MKS Mechanics easy to add "FailureRepairSkill" to other careers if requested by users New parts can fail! Implement engine under-thrust/under-Isp failures in a way that doesn't depend on thrust limiter. thank you to @bfrobin446 code from TestFlight (thank you @Agathorn @linuxgurugamer and et al) section covering this code (CC BY-NC-SA 4.0) inserted into license file
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Am looking at this mod.
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nice! so I take it that Mechanics are happier in your version? If so I will add it to the next release.
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congrats on the release! don't stop now!
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update: MoarKerbals now can recruit civilians. Long and short - am now going to merge in some tech from Field Training Lab/Facility - to use resources to train civilians to a certain (star) (experience) level before being able to recruit. simple and efficient way to provide this functionality. Will provide ability to flexibly configure this. Suggestion that came in which I like is to use the six seat model of the science lab, without any science lab functions, to be the 'civilian training facility. Which professional (trait) a Civilian becomes is currently random., and I am not planning on changing that. Should there be a way to 'retrain' a crew member into a different profession?
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[1.11] Connected Living Spaces (Adopted) 2.0.0.6 (2020-12-29)
zer0Kerbal replied to micha's topic in KSP1 Mod Releases
*sheepish grin* Excellent point. If one steals a rocket, remember to peel off the security tags, AND spray paint over the Logos! while filing off the serial numbers and disabling the transponders! fixed it.