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cybutek

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Everything posted by cybutek

  1. This is because AVC only notifies of updates if the new version was built to run on the currently installed KSP version. Mod authors can trick AVC into allowing usage on older versions, whilst still displaying update information by changing the KSP_VERSION to 1.0.2 and adding a KSP_VERSION_MIN value if not currently present, then setting it to 1.0.1 (or whatever the minimum version the mod works on). These changes should be done on the remote version file, as this takes precedent whenever it's available. The downside to this is that anyone running the older version of the mod will not get the update notification until they've updated their KSP.
  2. Version 1.0.16.4 is now available! - Get it here! Fixed: Physically insignificant part mass is now accounted for. Changed: Module mass accounted for as it now makes its way onto the launch pad (e.g. fairings). Various optimisations: Object pooling. Removed LINQ expressions. Converted foreach to for loops.
  3. Version 1.0.16.3 is now available! - Get it here! Fixed issue with the toolbar icons not being created. Removed superfluous 'm/s' on the mach slider in the build engineer.
  4. That was fixed in a re-package a couple mins after first uploaded to curse. You must have been right on the ball with getting your KER I know about the bug where the icon isn't being displayed. Not sure if that's a KSP bug or KER because the usual KSP Application Launcher events just don't seem to be firing.
  5. Version 1.0.16.2 is now available! - Get it here! 1.0.16.2, 27-04-2015 Changed the atmospheric slider on the build engineer to default to 0km when changing bodies. 1.0.16.1, 26-04-2015, KSP Build #828 Merged Sarbian's mach adjustments. Fixed bugs relating to thrust and atmosphere/velocity curves. Changed the atmospheric slider on the Build Engineer to work based on altitude. Changed the atmospheric slider to clamp to the maximum altitude for the selected body. Changed the velocity slider to clamp to the maximum usable mach value for the current vessel. 1.0.16.0, 25-04-2015, KSP Build #821 Fixed errors relating to KSP 1.0 update. Fixed fuel simulation to account for new thrust system. Fixed atmospheric engines to use the new velocity curve. Fixed atmospheric readouts to work with the new atmospheric model.
  6. The career type functionality is available in all game modes. But one of the ways to have an always on Flight Engineer is by upgrading to a level 3 tracking station, which is obviously available from the start in sandbox. This feature can be turned off to enable the requirements for either a part or engineer trained kerbal in non-career modes.
  7. Version 1.0.15.2 is now available! - Get it here! Padishar's Fixes: Fixed: Calculation of per-stage resource mass. Yes 1.0.15.1 was skipped. This was just a re-build until I noticed Padishar had another fix to pull Sorry for the previous build error in 1.0.15.0. It was a silly oversight on my part
  8. Sorry about that... Completely slipped my mind that KER is also distributed using CKAN. Just added a release to the GitHub repo so CKAN should pick it up when it does its next crawl.
  9. Don't worry... I'm in exactly the same situation right now with work and everything
  10. Version 1.0.15.0 is now available! - Get it here! Contains some fixes by Padishar: Added: Support KIDS ISP thrust correction. Fixed: Log spam for stage priority mode. Fixed: Locked tanks preventing simulation from staging. Fixed: No flow and all vessel modes to respect flow states.
  11. For anyone who hasn't yet checked under settings in the VAB/SPH. You can change the Flight Engineer activation mode from career to partless for the same behaviour as before.
  12. Version 1.0.14.1 is now available! - Get it here! Fixed: Missing texture on the ER-7500 model.
  13. Version 1.0.14 is now available! : Get it here! Added: Career mode that limits the Flight Engineer by: - Requiring an Engineer Kerbal of any level, or placement of an Engineer Chip or ER-7500 part. - Tracking station level 3 enables Flight Engineer everywhere. Added: New readouts to the orbital category: - Mean Anomaly at Epoc Added: New readouts to the miscellaneous category: - System Time Added: Editor Overlay Tab's X position is now changable in the BuildOverlay.xml settings file. Changed: Editor Overlay Tabs start position moved over as to not overlap the parts menu. Fixed: Bug where STAGE_PRIORITY_FLOW resources would not be corrently disabled/enabled. Fixed: Issue with the formatting large Mass and Cost values. Fixed: Error when loading the Engineer7500 part model.
  14. I have thought about this before and it's basically just a space issue. I really need to implement a way for you to select what you'd like shown on the Build Engineer first otherwise the window will be larger than the screen for some people. TWR in orbit is practically useless as it's a factor of weight; acceleration is much more useful in this situation.
  15. Sounds like you're using KER 1.0. In which case the parts are completely optional and it runs in a part-less state by default, unless you specify it to run in module mode within the settings. There could be a conflict with the Engineer for All mod. Also try deleting the KerbalEngineer/Settings directory to reset everything back to factory.
  16. Version 1.0.13.1 is now available! Get it here! Fixed: Issue with manoeuvre node readouts and low tier tracking station.
  17. Do you have NEAR or FAR installed? Them readouts cannot work with with NEAR due to there being no API. But will work in FAR, although pretty useless as the terminal velocity will be a lot higher than you could ever expect to achieve.
  18. Version 1.0.13 is now available! Get it here! Updated for KSP version 0.90 Added: New readouts to the vessel category: - Heading Rate - Pitch Rate - Roll Rate Changed: Simulation to look for fuel lines that use CModuleFuelLine module. Fixed: Editor Overlay now loads the saved visibility value properly. Fixed: Altitude (Terrain) will no longer give a reading below sea level. Fixed: Suicide burn now uses radar altitude that clamps to sea level.
  19. I have been asked that before and also linking to science or tracking station tech level. There's lot of different ways, just have to decide on one
  20. I have sorted all of the build errors but there are hidden problems because Squad have changed how fuel lines work. I'll endeavour to get a release out ASAP!
  21. Its usage is exactly how you explained it. Also I don't think this is specified in the spec but all the field names are case-insensitive.
  22. That's not normal. Thanks for telling me about the bug, I'll get it sorted for the next update. Oh and anyone experiencing bugs or issues like this, please let me know. If I don't know about them then they won't get fixed.
  23. Version 1.0.12 is now available! Get it here! Added: Setting in Build Engineer to enable/disable vectored thrust calculations. Added: Thrust torque field in Build Engineer (courtesy of mic_e). Added: New readouts to the vessel category: - Thrust Offset Angle (courtesy of mic_e) - Thrust Torque (courtesy of mic_e) - Part Count: stage/total - Heading - Pitch - Roll Added: New readouts to the surface category: - Situation Added: New readouts to the miscellaneous category: - Vectored Thrust Toggle Fixed: The category selection within the section editors now do not always reset back to 'Orbital'. Fixed: Issue where the vessel simulation can sometimes permanently freeze. Fixed: Issue where the vessel simulation would not show updates when the delay was set lower than the frame rate. Just like to say that I love the HUD usage in your latest SOAR video
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