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Twinki

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Everything posted by Twinki

  1. I think there's a fair amount of issues with a config-only solution, but notably: Many patches out there for Kerbalism that can only assume you're using a Kerbalism feature that causes incompatibility with whatever mod the patch originates from There's still a fair amount of code running in the background for features that are disabled via Config Over the last week I've actually been dissecting and cannibalizing Kerbalism as a fork to provide a proper "Science Only" mod, https://github.com/Twinki14/Kerbalism The idea is to just have Kerbalism Science and allow for other mods to do their own background simulation of resource harvesting/manufacturing chains or life support, so that we as mod-users can sorta "opt-into" what we want instead of Kerbalism being one gigantic mod that overhauls so many key aspects of the game. Currently, All features except Radiation and Science have been outright removed on a Config level and Code level Radiation has been kept, however it's strictly only used for Science benefits (Geiger Counter, Experiments that require min/max radiation or Radiation biomes) However, the Kerbalism Science component on it's own heavily relies on custom CommNet logic and Electric Charge background simulation. Making it really hard to provide a "Science Only" mod and open support with other life support mods even though the Life Support features have been gutted strictly due to the Electric Charge custom simulation. Though, I guess with only Science Experiments being the sole feature in a Kerbalism fork that drains EC, it might be pretty easy to add external life-support mod support.
  2. Distant Object Enhancement uses the GalaxyCubeControl class to change the skybox 'color' and glare
  3. This appears to work fine on 1.8 as is from just some basic testing @MOARdV I did go through the effort of compiling DOE against .NET 4.5 and Unity 2019 assemblies if you're interested, it was pretty straightforward so i'm not sure if it's PR worthy. I could throw in a version bump as well, all you'd need to do is compile it yourself and create a release if you're up for it.
  4. Is B9PS supposed to add tank types to default 'vanilla' engine tanks? Like LFO/LF/Ox. I only have B9PS, ModuleManager, and Community Resource Pack installed, and all updated to the latest versions for 1.8.1 Player.log KSP.log
  5. Not sure if this is a B9 issue, or a IFS issue, but there isn't any options on any IFS tanks in 1.8.1. I only have IFS, B9PartSwitch, CommunityResourcePack, and ModuleManager installed, all latest versions. Player.log KSP.log
  6. It's not, the new version of KS3P actually has an in-game editor now as well, might tickle your fancy tbh. New version of KS3P has a completely new configuration setup, tried my best at simply copy-pasting your config to the new one without much luck.
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