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KSP2 Release Notes
Everything posted by JonnyOThan
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[1.12.x] ProbeControlRoom Recontrolled (adopted)
JonnyOThan replied to JonnyOThan's topic in KSP1 Mod Releases
I’d need more details. Its always supposed to be available. -
[1.12.x] ProbeControlRoom Recontrolled (adopted)
JonnyOThan replied to JonnyOThan's topic in KSP1 Mod Releases
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. -
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.
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[1.12.x] ProbeControlRoom Recontrolled (adopted)
JonnyOThan replied to JonnyOThan's topic in KSP1 Mod Releases
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). -
Thanks for the report - I suspected that might happen; I hadn't tested it yet. But likely fallout from the other refactorings.
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[1.12.x] ProbeControlRoom Recontrolled (adopted)
JonnyOThan replied to JonnyOThan's topic in KSP1 Mod Releases
I do believe there are some MAS variants; make sure you have reviva to select the room you want per probe. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
JonnyOThan replied to Gotmachine's topic in KSP1 Mod Releases
Can you provide your log file, set of mods used, and the craft file? -
[1.12.x] Toolbar Controller (for modders)
JonnyOThan replied to linuxgurugamer's topic in KSP1 Mod Releases
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 } -
[1.9.x] Persistent Trails Continued... V1.10 (8th Mar 2020)
JonnyOThan replied to JPLRepo's topic in KSP1 Mod Releases
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! -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
JonnyOThan replied to Gotmachine's topic in KSP1 Mod Releases
See the GIF in the OP. -
[1.12.x] ProbeControlRoom Recontrolled (adopted)
JonnyOThan replied to JonnyOThan's topic in KSP1 Mod Releases
That usually happens when there is no available internal on the vessel. Can you post your logs? What command parts are you using? -
[1.12.x] ProbeControlRoom Recontrolled (adopted)
JonnyOThan replied to JonnyOThan's topic in KSP1 Mod Releases
See my response here: check to make sure that the C key is still bound in the main menu settings. -
[1.12.x] ProbeControlRoom Recontrolled (adopted)
JonnyOThan replied to JonnyOThan's topic in KSP1 Mod Releases
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? -
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
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[1.12.x] ProbeControlRoom Recontrolled (adopted)
JonnyOThan replied to JonnyOThan's topic in KSP1 Mod Releases
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. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
JonnyOThan replied to Gotmachine's topic in KSP1 Mod Releases
Did you enable the option that removes all IVAs? -
[1.12.5] TweakScaleRescaled - Scale your parts in the editor
JonnyOThan replied to JonnyOThan's topic in KSP1 Mod Releases
That’s all laid out in the OP. -
[1.7.x] MOARdVPlus - advanced IVAs for MAS (v1.0, 26 Jan 2019)
JonnyOThan replied to MOARdV's topic in KSP1 Mod Releases
Oh sorry! Didn’t realize which thread this was. Hrm yeah I should probably adopt this one.. -
[1.12.x] ProbeControlRoom Recontrolled (adopted)
JonnyOThan replied to JonnyOThan's topic in KSP1 Mod Releases
I’d have to go look, but are you experience a bug where it’s activating when it shouldn’t? -
[1.7.x] MOARdVPlus - advanced IVAs for MAS (v1.0, 26 Jan 2019)
JonnyOThan replied to MOARdV's topic in KSP1 Mod Releases
It is on ckan. -
Not any time soon. It requires deferred rendering, and that already does a pretty good job via cube mapping (although that's more expensive). I'll put it on the issues list though, that's a reasonable application once the deferred rendering mod is pretty stable.
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KSA IVA Upgrade (Adopted) [some stock parts, BDB Apollo, SOCK]
JonnyOThan replied to JonnyOThan's topic in KSP1 Mod Releases
I don't think there's a dedicated prop for that. You can set up the bay door on an action group, and then put ag1=Bay Doors in the vehicle description and it'll show up on some of the buttons and switch props.