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JonnyOThan

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Everything posted by JonnyOThan

  1. Hey @Shammyofwar I'm looking at merging the ckan request. Is KerbalExpeditionaryGroup supposed to be a separate mod, or is this just one big package that includes Mk3 Science? Oh I guess this answers that question: https://github.com/KSP-CKAN/NetKAN/pull/9981
  2. I’d suggest using ckan with all of the auto-refresh stuff enabled so that it’ll tell you when a new version is available. thanks for the kind words. If you’re an IVA fan like me, I’d also recommend KerbalVR which is a little harder to find (just look at the same GitHub organization where de_iva, rpm, FreeIVA, etc are). Also I think kerbtrack just had an official release if you have a webcam but not a vr headset.
  3. Hey, RPM allows for changing the viewing angle bounds (and internal configs like DE_IVA are meant to use them); but I think I'll just add something to the base RPM for stock pods: https://github.com/FirstPersonKSP/RasterPropMonitor/issues/138
  4. I’d need more details. Its always supposed to be available.
  5. If you can isolate the series of steps that cause this I’d appreciate it. I’m not aware of any issues with remotetech. Can you post your KSP.log somewhere? Make sure the V key is still bound in your game settings.
  6. I'm not certain about your specific situation, but a few observations: 1. If no MM pass named "Launchpad" is present then this patch will not run 2. many parts do not have an explicit crew capacity field, though it will default to 0. Modulemanager does not care what the default value of some structure that is loaded from a config file. Modulemanager is only concerned with cfg files and ConfigNodes. You need to treat the absence of a CrewCapacity field as the same as it being set to 0.
  7. It should be possible to make a MM patch that globally replaces the RPM aset MFD with the MAS one (or maybe there's an optional patch in MAS that already does this).
  8. Thanks for the report - I suspected that might happen; I hadn't tested it yet. But likely fallout from the other refactorings.
  9. I do believe there are some MAS variants; make sure you have reviva to select the room you want per probe.
  10. Can you provide your log file, set of mods used, and the craft file?
  11. Are there examples of one mod registering multiple buttons? I tried to do this with TUFX but something's not quite right. Edit: Oooh I think I get it; the "which toolbar" configuration is per namespace not per button? It would have been cool to use this to turn off the debug button but since it's only available in debug configs only that's not a big deal. https://imgur.com/a/pEqv4VD const string toolbarNamespace = "TUFX_NS"; const string toolbarMainName = "TUFX"; const string toolbarDebugName = "TUFX-Debug"; ToolbarControl.RegisterMod(toolbarNamespace, toolbarMainName); ToolbarControl.RegisterMod(toolbarNamespace, toolbarDebugName); var mainToolbarControl = gameObject.AddComponent<ToolbarControl>(); mainToolbarControl.AddToAllToolbars( configGuiEnable, configGuiDisable, ApplicationLauncher.AppScenes.ALWAYS, toolbarNamespace, toolbarMainName, "TUFX/Assets/TUFX-Icon1", "TUFX/Assets/TUFX-Icon1", toolbarMainName); #if DEBUG var debugToolbacControl = gameObject.AddComponent<ToolbarControl>(); debugToolbacControl.AddToAllToolbars( debugGuiEnable, debugGuiDisable, ApplicationLauncher.AppScenes.ALWAYS, toolbarNamespace, toolbarDebugName, "TUFX/Assets/TUFX-Icon2", "TUFX/Assets/TUFX-Icon2", toolbarDebugName); #endif }
  12. Hey @JPLRepo I was helping someone un-break their game because they had installed the old version of this mod from CKAN. I noticed that the spacedock release of your fork has the CKAN tag which usually indicates that the author checked the "request addition to CKAN" checkbox, but I don't see any record of the automated pull request or other things that would normally follow that. Reiterating @linuxgurugamer's question above - are you OK with your fork being added to CKAN? We can handle getting the metadata updated, just wanted to make sure we had permission. Alternatively I'm sure someone out there would be willing to adopt it. Edit: under the assumption that you *had* at one point clicked the "request addition to CKAN" checkbox AND the fact that several of your mods are listed on CKAN, if I don't hear back in a week or two I'll probably go ahead and add it. If you would rather someone else adopt the mod first so that support requests don't go to you, just let me know and I'll hold off. Thanks!
  13. That usually happens when there is no available internal on the vessel. Can you post your logs? What command parts are you using?
  14. See my response here: check to make sure that the C key is still bound in the main menu settings.
  15. Oh, yeah, I could definitely see PCR and/or FreeIva interfering with that because they have to stop the portrait coroutines from updating at certain times because they can despawn IVAs when it's not ideal. I never noticed this side effect because I always just use the C key. Could you still please pay attention to the exact set of steps to take to reproduce the issue?
  16. Hey all, I put up a new version as a pre-release. This has some pretty major structural changes and bug fixes so I wanted to get some early eyes on it before pushing it wider. You can find it here: https://github.com/KSPModStewards/TUFX/actions/runs/9919654399
  17. There’s definitely a bit of a hitch the first time you activate PCR for a part, because it won’t create the internal room until necessary. If there’s some other impact let me know. There are a few mods that unbind the C key (quickiva, ThroughTheEyes, etc) and if they misbehave then it could leave them unbound. If you have a consistent set of steps to reproduce the issue I could check it out.
  18. Oh sorry! Didn’t realize which thread this was. Hrm yeah I should probably adopt this one..
  19. I’d have to go look, but are you experience a bug where it’s activating when it shouldn’t?
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