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cheese3660

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Posts posted by cheese3660

  1. WMCC Modules

    Part modules for "Where's My Crew Capsule?"

    Spacedock: https://spacedock.info/mod/3530/WMCC Modules

    Github: https://github.com/cheese3660/WMCCModules

    Author: @cheese3660

    WMCCModules

    Description
    WMCC Modules is a mod that adds parts modules for use by "Where's My Crew Capsule", it currently adds 1 module, a pressurization module that adds a service ceiling to crewed parts (optionally until a certain tech tree node is unlocked)

    Dependencies

  2. For QA engineers working on this again,
    Alright, doing some investigating, this is another case of the mission conditions being set up incorrectly.
    Currently it is set up so the SOI Condition has "IsInput" set to true, which in the case of this condition makes it always be satisfied, instead it should be set up such that "IsInput" is false, "InputString" is "", and "TestWatchedstring" is "Pol"

  3. 5 hours ago, cooperracker said:

    It is tagged as fulfilled just with the simplest crew pod. I have not even launched it, but immediately did an "EVA" at the launch pad (maybe tagged here as fulfilled already, didn't got that?) and collected a surface sample.

    Basically the way the experiment is set up, it triggers when any experiment is done due to some values being set wrong, as I mentioned in my other comment

  4. Note to the QA engineers working on this, this is caused by having the part name in "Inputstring" instead of "TestWatchedstring" on the part activated condition, and also by not having RequireCurrentValue set to true on the SOI condition

    If you set both of those conditions to true, the mission should work as intended

  5. 10 minutes ago, Nate Simpson said:

    How is it different from KSP? Lots of ways, big and small. Science collection is a much smoother process that involves a lot less guesswork, and the new Science parts are pleasingly diverse, asking you to think hard about how to take advantage of their unique properties. To give one example, the long collection time of the ASCM-A "Air Sniffer" atmospheric science module requires you to develop a loiter capability. You’re either going to have to make a plane, or you’re going to need to get creative with your lander design!

    Hell yeah!

  6. Patch Manager

    A mod for all your generic patching needs!

    Spacedock: https://spacedock.info/mod/3482/Patch Manager

    Github: https://github.com/KSP2Community/PatchManager

    Author: KSP2 Community

    PatchManager

    Description

    Patch Manager is a mod for KSP2 that functions as a sort of spiritual successor to Module Manager for KSP1, its purpose is to allow for the patching of existing JSON definitions for anything that exists in the KSP2 Addressables files (this includes Parts/Galaxies/Planets/Tech/Resources/Etc...), along with the creation thereof.

    It does this by allowing the user to write patches and patch libraries in a custom syntax derived loosely off of SCSS, a lot of the functioning of which is documented in the reference for the language.

    How to Make Patches

    The best place to learn how to make patches is by asking people in the: KSP2 Modding Society Discord Server
    Other places to learn are the aforementioned reference (which will be being updated to add more information)

    Or by looking at how it is used in other mods (all examples are licensed under MIT):

    Dependencies

  7. 3 hours ago, Kerbart said:

    Your argument has merit, but what stands is that they were exceptionally careless in checking what was written to the registry. Your sleuthing suggets an instance ID which sounds to me as something very volatile and changing — how could they use that? Was this simply a typo? And what else did they get wrong? It's not an exact vote of confidence for the code.

    The code never was meant to be in the final build, best I can tell from more sleuthing, its for an editor tool to allow them to move PqsObjects in playmode, and then load them back after playmode has stopped, which likely does not change the instance ID in the same editing session

  8. Alright, doing some investigating it seems that they are saving the Pqs preferences based off of the instance ID of the pqs object, which, according to unity's own documentation, changes between runs of the game, hence why its saving 10 trillion different copies of the same data

    Update: On doing even more investigating, I have come to the conclusion that it is vestigial side effects of part of an editor tool that wasn't supposed to be in the game, and could easily just be removed

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