Jump to content

Vendan

Members
  • Posts

    73
  • Joined

  • Last visited

Everything posted by Vendan

  1. I'm really curious about this, as I don't have ModStatistics or anything like it in DebRefund... What exactly are you talking about?
  2. All it has is a (now) opt-in update check for itself. It doesn't send any info other then a standard http request, that actually sends less information then you already did to download the mod, and this is not something that KerbalStuff adds or anything, I coded it myself. Part of the reason is the frustration when people complain about broken things that I've already fixed. Most people don't check all the mods that they have installed to see if there are updates for them. You can see this multiple times over the course of just a few days in this thread alone, and I've spent time on Twitch, watching streamers, only to see bugs that I fixed still happening cause they have version 1.0.4 when the current was already 1.0.10
  3. You didn't include my license, which is disturbingly liberal as it is. Pretty much the only way to violate it is to not include it with the source code.... which you did. It's stated everywhere that my download is available. I'm sorry it's not included in the download, though a lot of mods don't include the license in the compiled download file, though it is automatically included in the source code download.
  4. Oh, and also, you are currently in violation of my license, either fix your download(by including the license), or remove your download.
  5. Guess you haven't looked at 1.0.12, cause update check is now disabled by default and has an entry in the config file.
  6. You can already get a refund through the tracking center and hitting debris.
  7. The Dropbox link is current version, it just doesn't have the version number in the file name, that's a service provided by KerbalStuff. The changelogs are the same in both places, KerbalStuff just has a better formatting.
  8. You obviously aren't going to my main download source, which is KerbalStuff, and has a version number in the download, as well as a changelog broken down by version.
  9. Just a heads up, the latest version did do a complete redesign of the drag calcs, so his complaints may have already been addressed.
  10. If you get it from my main download source, it has the version number in the zip. The dll has the version number in it's properties. (both of these were explained a few pages ago). And now, there's a version check system in place, so you'll get a message next time I make an update.
  11. The landings are now calculated in m/s, and you can see how hard stuff hit. This can be changed in the config file.
  12. Little bit of a miser, though you can alter the default drag requirements in the config file.
  13. It's not debris class, it's just anything that's getting killed in Kerbin's atmosphere because it's outside of physics range.
  14. That's not what this mod does, the debris needs to be destroyed by the game engine because it was on rails(i.e. further then 2.5km from the active vessel) while in the atmosphere. It does nothing to debris within that distance, and it does nothing to landed debris in any case. In addition, all that stuff will be recovered and credited the next time the pad is cleared. You're using an old version or looking at the screenshots, which are themselves old. The mod returns 1232.8 for a FL-T800 Fuel Tank, i.e. it's dry value.
  15. Nope, just debris that would normally be destroyed in the atmosphere If you download it from the main download site, it's there. It's also in the dll if you view it's properties.
  16. Weight is total weight of the "vessel"(the debris/stage) when it gets killed by the atmo, which means dry mass + mass of resources.
  17. Well, I just made a stage with exactly that, and followed it down, and it hit the ground and exploded at 10 m/s. You can adjust values in the config file, but that's not enough chute for that much weight...
  18. Just fixed it, download v1.0.9
  19. Have you updated KCT to 0.24? or does the current version work still?
  20. Kinda crazy that I haven't been able to reproduce any of that, but thanks for the advice! I've fixed those, reuploading it now. Right now, I'm just assuming the damage is essentially a float, that's applied across all the parts.
  21. This isn't really the right thread for it, but please look before you assume. DebRefund has supported RealChute, kerbal AND science recovery since at least 5 hours ago.
  22. Also, those logfiles, one looks like a 64-bit build and is having lots of null exceptions in places that shouldn't have null exceptions inside of KSP code, I'll look into that, but expect that the 64-bit KSP still needs some work. The other is yielding craptons of errors from KSPAchievements, you might want to throw that over to them.
  23. That's odd that it's coming up twice, but the mass of that part is about 2.3 2.3*70 is 161 drag needed for minimum Chutes are fullyDeployedDrag * mass(don't ask me, that's how ksp does it) You have 3 MK16's at 500 deployed drag * 0.1 mass, so 50 drag each, adding up to 150 drag total. I am planning on an in editor "need more chutes" type thing so this stuff is more obvious
×
×
  • Create New...