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Posts posted by cybutek
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I am confused.
Tested 1.0.0.1 in .24x64 KSP - together with lots of other mods - adding my usual cfg to the game.
@PART[*]:HAS[@MODULE[ModuleCommand]]
{
MODULE
{
name = FlightEngineerTweakable
}
MODULE
{
name = BuildEngineerTweakable
}
}But I do not get the Flight window of KER?
KER 1.0 does not include the Tweakable modules and has no need for them. It only has the FlightEngineerModule module and the build engineer is completely part-less.
Edit: Double ninja'd also!
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Sorry, but I don't understand: why two different versions?
0.6 is the "classic" version.
1.0 is currently in public testing and will be replacing 0.6 when ready.
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Version 0.6.2.8 is now available!
I have merged Padishar's fixes into the official release. Also because people have mentioned that they either love or hate the extra atmospheric and debug tweakables for various reasons, I have moved them out into their own modules.
Added: BuildEngineerTweakable module including the extra tweakables.
Added: FlightEngineerTweakable module including the extra tweakables.
Padishar's Fixes:
Fixed: Possible inaccuracies in the Slope readout.
Fixed: Problems caused with NEAR mod (uses the same fix as with FAR).
Fixed: Problems when the settings files were not read/written correctly.
Version 1.0.0.1 is now available!
Added: Stock toolbar support in the Flight Engineer.
Changed: Orbital Period has higher precision.
Fixed: Various NullRefs in editor window and overlay.
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Hint... The backslash "\" key is bound to the visibility of the window. But there's a known bug in the editor where if you hide the window whilst the mouse is hovering over it, the editor will remain locked. Just unhide and move your mouse over and out of the window to fix, or just don't hide it with your mouse hovering for the time being.
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That is caused by 1.0 – the Engineer Chip and Engineer Flight Chip parts were removed – @cybutek, maybe deprecate them instead? You're fix is probably easiest for saved crafts, but you can also fix crafts in flight. You'll need to open the persistence file and remove all the sections that look like this:
PART
{
name = EngineerChip
...
}
OR:
PART
{
name = EngineerChipFlight
...
}Anyone who's better at persistence editing than me – would replacing the names with Engineer7500 work?
The difference is that the old module was just called "FlightEngineer", but for clearer semantics in the code v1.0 uses "FlightEngineerModule". This should be solved by opening the persistence file and doing a find/replace "name = FlightEngineer" to "name = FlightEngineerModule".
Also the reverse will be true for going from v1.0 to v0.6.
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So it seems to have found one out of date addon, but i dont get a popup at all?
That's very odd... It has indeed found an out of date addon, so should bring up the popup. Are there no other problems in the log? Could you upload the whole log file somewhere for me to view?
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I don't like the new KER 1.0. too many button and big button blocked my toolbar on top left of screen. back to old 0.6.2.7.
I plan to move it onto the stock toolbar soon.
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I have officially released the first public test version of Kerbal Engineer Redux 1.0!
The links for it are available on the first post or get it here. If you do come across any problems or things which have been overlooked let me know
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The only thing of note which I can think of with going completely part-less is that a lot of people like using the ER7500 part.
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Does AVC react on the download link at course or on other sources?
It gets its details via checking the differences between the local and remote .version file which is linked to from the local one, so it can be anywhere. Many mods just link to the remote .version on their GitHub. I use ksp-avc.cybutek.net for hosting my remote .version file for extra control over when players will start receiving notifications that there is an update (only want it to say there is an update after it has actually been made available for download).
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Version 0.6.2.7 is now available!
Quick fix for the stock toolbar button not being removed on scene change.
EDIT:
Considering the amount of updates that are happening in quick succession, I would recommend using my KSP-AVC plugin to keep up to date without having to constantly look back here. http://forum.kerbalspaceprogram.com/threads/79745
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Are you planning to make part-less version of KER? Since we have great toolbar functionality both in stock game and available via mods, requirement to put KER part on the vessel to turn plugin on seems a bit redundant.
In v1.0 which is almost ready for an alpha release. Most of the readouts are now implemented and there's a couple display bugs which require squashing.
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It seems that the stock toolbar is still displaying the icon after i leave the VAB and go back to the main space center screen. I've turned it off for now and am just using blizzys.
Looks as if what I had to do to re-implement the Blizzy toolbar has had adverse effects on the stock one. I'll see about sorting that out.
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Version 0.6.2.6 is now available!
Blizzy's Toolbar support is now back in and has been overhauled.
Stock toolbar support is optional via a toolbar.cfg config file.
Both the Biome and Slope readouts from Padishar's patch are now implemented.
I'm also very sorry for the oversight with the last update, but it's fixed now and better because of it
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Just a little heads up.
I am putting support for Blizzy's toolbar back in and using the opportunity to fix a couple things with it as well.
The toolbars are now optional via a config file.
Adding the biome and slope readouts which Padishar implemented in the experimental patch.
Just got to package it up and upload
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Why does the new version not include the features from Padishar's DLL, i.e. surface biomes, etc?
Because them extra features completely slipped my mind and I only realised after releasing. I'll see about merging them and getting a new release out very soon
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Version 0.6.2.5 is now available!
Support for 0.24 with stock toolbar support in place of Blizzy's.
Uses Padishar's latest fuel simulation code, and have also fixed the resource cost bug.
Have fun
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Version 1.0.2 is now available!
All updated for 0.24
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Ok, so I'll see to add the .version file in my next release!
EDIT: where can I find some specific documentation about the formatting and the available fields? Can I have a revision field for the version, too? two numbers ain't gonna cut it for me :/
There's a breakdown of how the .version file should be formatted in the ReadMe file. Also all versions use the normal formatting, 'major.minor.patch(revision).build'.
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Hi cybutek, what's the status of this project? Is it still being worked on?
Yes this project is still active and I am making use of it with my other mods... There just hasn't been much in the way of bugs or reasons for updates
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I have not experienced any craft disassemblements yet. My testing included a large-ish centripetal space station that was a little bit out of balance and spun up to the point it was flexing all over the place. Nearly flying apart on its own without any help. Although it was a bit nerve racking going in and out of time warp, it stuck together without any extra stress, apart from what was already present
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It should not cause much in the way of lag, as it is only doing the simplest of operations on each part and only on parts that are currently off-rails and active (within physics range).
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So, out of curiosity (maybe I'll do a test later, but maybe you know), what will happen if I dock a post-mod capsule to a pre-mod station, spin them both up and then wait a bit?
EDIT: but definitely testing after .24
Not tried it yet, but given that the pre-mod station will come out of time-warp with no momentum and the post-mod capsule will. It's not a great stretch on the imagination that there may be some disassemblement involved if you spinned the station up. As all the built up energy in the post-mod capsule will be exerted on the docking ring. Considering you asked the question, I'm guessing that this is just confirming what you already thought
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Persistent Momentum 1.0
This mod allows for momentum to persist through time warp and game saves/loads. Allowing the creation of rotational stabilised satellites, centripetal space stations and an all round more realistic docking experience. It also adds difficulty via not being able to rely on freezing your momentum by quickly enabling and disabling time warp.
Please note that Persistent Momentum is not retroactive, so any previously launched crafts or debris in flight will not persist momentum. Only parts launched after the installation of Persistent Momentum will persist momentum. Also note that because of the way Persistent Momentum dynamically adds the part modules on game load, Persistent Momentum is fully compatible with modded parts and content packs.
For installation instructions and change log, please View the Online ReadMe File.
This mod is KSP-AVC Ready
KSP Add-on Version Checker is a standardised system for versioning mods. You can get more information on this forum thread.
Licensed under GNU General Public License v3
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
in KSP1 Mod Releases
Posted
The changes are not cosmetic... KER 1.0 has been months in the making, not just a weekend. The base code is completely different to 0.6, otherwise I would of just called it 0.7.