EngineerMartijn
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Everything posted by EngineerMartijn
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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
EngineerMartijn replied to JPLRepo's topic in KSP1 Mod Releases
Thank you very much @JPLRepo for this update. However i noticed after updating, that the Life Support items, in the assembly buildings, are now showing in both Utility and Life Support tabs. I always delete a mod first and then place the updated mod, so there could not be some old files leftover. Kind Regards Edit: Found that this is only happening when TAC-LS is switched off in difficulty settings. -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
EngineerMartijn replied to Paul Kingtiger's topic in KSP1 Mod Releases
Did you try it with the HOTFIX?? I have the hotfix and all items are showing- 1,553 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
EngineerMartijn replied to Paul Kingtiger's topic in KSP1 Mod Releases
Another question. Would it be possible to upload this nice project to GitHub. This way it would be much easier for others to contribute code and files if they find some things that could be fixed or missing- 1,553 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
EngineerMartijn replied to Paul Kingtiger's topic in KSP1 Mod Releases
For a cleaner coding that would be better to remove it, if it is deprecated. However I just checked with a female scientist, she could grab a foodbag and it was visible on the back. I still have the line equipMeshName still there. Will try later what will happen without that line. Edit: Did some testing, line equipMeshName = jetpack_base01 can also be removed. Saves another line of code- 1,553 replies
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- kis
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
EngineerMartijn replied to Paul Kingtiger's topic in KSP1 Mod Releases
Hello @Paul Kingtiger I noticed a discrepancy that would not show a wedge on the back of a Kerbal when using KIS. This could be that something changed the way KIS is working. Anyway I was able to fix the problem by changing the line: equipSlot = back ---> equipSlot = jetpack Also the line equipSkill = <null> has to be removed. Both lines are in MODULE:NEEDS[KIS] Kind Regards, EngineerMartijn- 1,553 replies
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Hello @IgorZ, Is it perhaps an idea to add compatibility with TacLifeSupport and other life support mods for the containers?? this way they can be used as for example the Leonardo Permanent Multipurpose Module now connected to the International Space Station. If you are interested in this, I made a small config to add TacLS resources to your containers. Kind Regards, EngineerMartijn
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Hello guys, I was wondering if it is possible to add for example inventory slots to inflatable parts like Kerbalow KEAM but only if it is inflated. So when it is packed no inventory, but once it is inflated i have some inventory slots from KIS. Right now it has some inventory slots, but i like to have them only when the part is on full size. Have been looking around already, but could not find anything yet. Thanks in advance
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Hello guys, Not sure if I am doing something wrong, but i cannot build anything. If followed the first steps in the tutorial and when i try to build use the asset compiler i get the following message: TypeLoadException: Could not load type 'KSPFontAsset' from assembly 'KSPAssetCompiler, Version=1.2.0.0, Culture=neutral, PublicKeyToken=null'. UnityEditor.Build.BuildPipelineInterfaces.InitializeBuildCallbacks (BuildCallbacks findFlags) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildPipelineInterfaces.cs:109) UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget) KSPAssets.Editor.AssetCompiler:BuildAssetBundles(Boolean, Boolean, String, String[]) KSPAssets.Editor.<BuildBundle>d__6:MoveNext() KSPAssets.Editor.EditorUtil:UpdateCoroutine() UnityEditor.EditorApplication:Internal_CallUpdateFunctions() Am I missing something or does more people get the problem?? I am using Unity 2017.1.3f1 as instructed with the PartTools. I have tried everything with and without TMP added to the project, they give the same problem. Also if I try to build the KSPFontAsset manually via Assets > KSP Fonts > Generate KSPFontAsset i get the following error: FileNotFoundException: Could not load file or assembly 'TextMeshPro-2017.1-1.0.56-Runtime, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
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[1.8] Station Science continued (v2.6.0)
EngineerMartijn replied to tomf's topic in KSP1 Mod Releases
Would it be possible to add some new experiments to Station Science?? I know there have been some people that tried to add items but then the designs where totally different. Perhaps something with fuel or so. -
Hello @panarchist I have been trying to use your greenhouse with the supplied TAC-LS cfg, but it is not working. the fertilizer is not used and input "Light" seems to be broken. I have since made some modifications on this and would like to share it with you. Is there any way to send the cfg to you. Kind regards, EngineerMartijn
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