Jump to content

JonnyOThan

Members
  • Posts

    1,292
  • Joined

  • Last visited

Everything posted by JonnyOThan

  1. And the effect duration on the sepratron is 175 seconds
  2. srb-waterfall in lemon-srb-2.cfg refers to a controller named "Burnout" but it's not defined anywhere.
  3. Filed two performance issues: https://github.com/KSPModdingLibs/KSPCommunityFixes/issues/55 https://github.com/KSPModdingLibs/KSPCommunityFixes/issues/56
  4. I’m not very familiar with BDArmory but I assume those windows are just a render texture. It probably wouldn’t take much effort to get them into a MFD page…just use the external camera as a template.
  5. Not likely. This is the file that defines the text formatting for that page: https://github.com/JonnyOThan/RasterPropMonitor/blob/master/GameData/JSI/RPMPodPatches/BasicMFD/p6_resources40x20.txt Ultimately this stuff gets fed to String.Format. There were behavior changes in .NET that broke either the way this string is parsed or how String.Format actually works - I've seen this on other pages, e.g. the docking one: https://github.com/JonnyOThan/RasterPropMonitor/issues/37 Here's the docs on what the semicolons mean if you want to take a swing at it: https://docs.microsoft.com/en-us/dotnet/standard/base-types/custom-numeric-format-strings#SectionSeparator. I suspect the problem might be that some of the "sections" are empty and might need to be replaced with "" or similar.
  6. Wow! I haven't been on the KOS discord much lately, do they know about this? This is awesome!
  7. Hi, I submitted some PRs which should fix the flickering and also hide female heads properly. https://github.com/linuxgurugamer/Through-The-Eyes/pulls Also, if you're looking to offload ownership of some mods, this is one I'd be wiling to pick up!
  8. Ah, now *that* is useful information. Something did indeed change with regards to the text formatting when the .net version was upgraded back in 1.8 or whenever. There’s lots of examples of broken formatting now. So if this used to work previously then it might be a matter of cleaning up the page’s formatting a bit.
  9. Are you talking about the empty lines? I think that's just a consequence of how the page is set up - they're placeholders for when your ship has more than just 2 resources. It *might* be possible to do some conditional formatting in the page text to clean that up but it's probably not worth the effort...especially since most people who use RPM would be using an ASET-based IVA which replaces that page entirely. Have you tried DE_IVAExtension or KSA IVA Upgrade?
  10. If you provide your save files maybe someone can figure it out and someone can include a fix in KSPCF.
  11. Interesting, there are a few other peculiarities of my setup, I will have to test on something a little more typical...Sorry!
  12. Hmm, I think somewhere along the line, KSPCF has broken the behavior of QuickStart. When QuickStart is configured to go to the most recently flown vessel, it just ends up in the SpaceCenter view and still has the countdown timer text on the screen. I tried KSPCF 1.18 and 1.17 and it's broken in both of those. I use KSPCF 1.9 for my TPKSP install and it works fine there. Sorry I can't narrow it down better.
  13. 30 minutes from feature request to release? Uhhhh that MemoryLeaks fix is HUGE. THANK YOU!!!
  14. The KSP.log file doesn’t get flushed to disk immediately. If you do a scene switch it should write it out. You might also be able to copy the config out of the console output in the debug window..
  15. Eventually, perhaps. I’m currently working on a VR mod and I needed to more or less build an IVA from scratch to make sure it had all the features necessary (de_iva is great and all, but they don’t have thrust limiters, recovery buttons, etc). My development time is mostly going to that mod, but I’ll probably eventually be upgrading at least some of the other stock pods.
  16. Also it looked like the issues with BDB were in a call stack related to SpaceDust, which is a separate mod altogether.
  17. Hi, any updates on this? I have a small one: I’ve found a workaround to the internal mesh problem, so now the only squad content I am remixing is the Seat_Pilot prop. Still, it would be nice to have some guidelines here in case other things pop up. Thanks!
  18. Cheers! Thanks for your efforts; this is a great mod!
  19. Hey all, I've adopted and just released a new version of this awesome mod. Specifically, I built an entirely new IVA for mk1pod_v2 using some of the prop arrangements from the original and adding a lot more.
  20. This is a continuation of @RangeMachine's awesome set of IVAs. I've paid special attention to the mk1pod IVA - the others are less fleshed out but still might provide a nice alternative if you want to try something new. Parts supported: Stock Mk1 Pod Stock Mk1 Cockpit Stock Mk1 Inline Cockpit Stock Mk2 Inline Cockpit (FreeIva recommended) Stock Mk1 Lander Can Stock Mk2 Lander Can (FreeIva recommended) Making History KV1 Pod ProbeControlRoom BDB Apollo LM & CM SOCK Shuttle Cockpit (FreeIva required) Download & Source Code: https://github.com/JonnyOThan/KSA-IVA-Upgrade/releases. CKAN is recommended. License: CC-BY-SA Dependencies: RasterPropMonitor ASET Props Consolidated ASET Avionics Consolidated ModuleManager FreeIva (Required for SOCK, also for swivel seat in Mk2Inline cockpit) If you have DE_IVAExtension installed or any other mod that adds IVAs for stock pods, I highly recommend installing Reviva to allow you to switch between IVAs for the same parts. For other recommended mods for IVA playing, see the RasterPropMonitor thread. Mk1Pod: Mk1Cockpit: Mk1InlineCockpit: Mk1LanderCan: KV1 Reentry Module (thanks @SingABrightSong) BDB Apollo CM: BDB Apollo LM: Mk2LanderCan: Mk2Inline: SOCK orbiter: Original Thread:
  21. Possible fix request: the in-game transfer window alarms seem completely broken. I'm sorry I don't have great details on this or repro steps; I could probably dig something up if you need it. But it's comically wrong, and I've seen many many people reporting problems like this.
  22. If you recently updated TUFX to the latest version, it’s possible some of the new stuff is no longer compatible. I noticed some errors about the scattering system, which is definitely new. You should at least try to run the game without TUFX, and then try the previous version if that worked.
×
×
  • Create New...