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I’ll probably look into a user friendlier difficulty setting for that, so everyone can choose for themselves.
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@Apricot I'm not sure when or why this was added, but looking back this is probably right. If you want to (and if you’d be able to) can you create a PR for that on git?
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@TomfooleryYT, the action groups are gone, as a new fins module was introduced. So that is expected. Nevertheless, It seems like KSP can't find the specified localisation strings. Which game version you're running? There may were some changes on SQUADs side between updates. If that is the case best is to dump localisation and just use english titles for the next update, if that's not the case try verifying your files via Steam.
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To extend to this, keeping RO patches up to date is a hard task. That's why everyone from the RP-1/RO team mostly (as far as I know) discourage spreading of RO configs outside of the RO repo, it's much harder to keep them up to date (or even keep track of them).
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To be honest, I'm just guessing at this point as DragCubes are a science on their own, but using multiple PartModules (that also include multiple drag cubes per module) always have been a bit problematic. Pre 1.10, it was not even possible do define multiple drag cubes like that. Since 1.10 they changed some part of that, see following (taken from the 1.10 modder notes): Which means that no matter what you do currently, the solar panel will always refer to procedural drag cube generation (As it includes four PartModules all implementing IMultipleDragCube). So I guess the only viable solution (to my knowledge, please if anyone knows more that me, I would be happy to be proven wrong) is to separate the functionality into it's own part, so that there aren't multiple PartModules that include IMultipleDragCube per part. If @benjee10 really has the time and motivation to even work on this (I guess he has a long enough list of things to work on), I'm happy to look into such PartModule, that can indepenently track to the sun (with respect to their child parts).
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How do I compile a mod from its source code on Github?
ValiZockt replied to nukeboyt's topic in KSP1 Mods Discussions
It’s fairly straight forward: 1) Choose an IDE of your choice. Personally I use Visual Studio 2019. 2) Open the Project in your IDE and add references (point to KSPs and Unity assemblies) 3) Depending on how old the mod is you’re trying to recompile, you have keep in mind that there were API changes throughout version, so you may have to adjust or change some parts of the code. 4) Hit the Build Button. For more detailed instructions read through this post: -
The wearable props are locked behind 1.11. They require the updated inventory system that came out with 1.11. The EVA & IVA suits will work with 1.10. For everything below you need to use TextureReplacer and manually have to flip the textures vertically. (Out of some reason, stock flips the textures after being applied to the kerbal material, which TextureReplacer doesn’t do.)