-
Posts
536 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by erendrake
-
should be unchanged. it isnt a shorter day, just a shorter clock.
-
I just wanted you to see the known issue in the patch notes from the old issue because it is still an issue and i only had a moment to respond before my meeting. Please use the most recent 13.1
-
We have a beta for RemoteTech kOS integration that you can turn on and try in the kOS config file. there is a known issue in the change notes for 12.2
-
Where would such a setting go? in the *.cfg file? as a MM setting file in the root? I hope if such a setting is implemented we cannot get into a state where some updates are listed on the splash and others arent. The easiest way to enforce this would be a global user setting, outside an individual mod's control. Also i dont find it unprofessional to announce that cfg mangling is going on.
-
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
Yes it does have access to action groups there are some built in actions that are supported from the UI like toggling all lights and gears and panels No solar panel output as of yet but reading from all part fields is one of our next tasks and should be out fairly soon. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
My Bad For everyone who was having the issue with nothing working, i have a new version up on github and curse once they approve me. I am sorry for the trouble. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
Before SET BLARG to 1.2345. After SET BLARG to 1;2345; -
We dont have a team lead, we develop features and achieve quorum before we add something to the code but for now there is no single lead. whats up?
-
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
That should not return a c# type another bug! Thanks! - - - Updated - - - Its not in 12.0 but the newer pre-releases have an editor again. they are pretty stable so you should try them out. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
I consider this a bug, if targeting takes a moment to settle we should not make you put a wait in your script. Would you mind writing this up on the github repo? -
DOWNLOAD FROM GITHUB * BREAKING: Direction:Vector will always return a unit vector. * Direction can now always return a proper vector. * IE SHIP:FACING returned V(0,0,0) before * Neutralizing the controls will clear the values of all controls. This change also contains all of the changes from 0.12.2P1 and 0.12.2P2
-
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
DOWNLOAD FROM GITHUB * BREAKING: Direction:Vector will always return a unit vector. * Direction can now always return a proper vector. * IE SHIP:FACING returned V(0,0,0) before * Neutralizing the controls will clear the values of all controls. This change also contains all of the changes from 0.12.2P1 and 0.12.2P2 -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
This is a bit of a strange thing because what we are really doing is fixing a bug with the underlying API. If it was up to me i would never give you guys anything other than the full precision version of everything and let you sort it out. This change was to fix something that just didnt make sense, running the engine should take the tank to 0. Maybe it would have been better to have these numbers "snap" to 0 when they get close enough and they have full precision the rest of the time. that is something we could still change. Reading documentation!!! HA! you are a funny one -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
This change was only for resources, in the StageValues class when you get a resource by string it sums up that resource and rounds it before returning it to the system. I was apparently too eager to get to lunch to give a full explanation Thanks for filling in the blanks Steven. -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
erendrake replied to Paul Kingtiger's topic in KSP1 Mod Releases
I believe we might be off-topic for this thread. -
I think these are great ideas and could be a cool use of the tweakable system. being able to amp up an antenna at the cost of power is a neat idea. This idea not only models a real life principle of how RF works but could open up all kinds of additional features. Good Idea!
-
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
The issue we were running into was that for some resources like LiquidFuel if there was a remainder that was smaller than two digits would show. I was not excited about truncating it this way because i was afraid of this. I'm pretty sure you can still get the full precision amount from the resource list but we should come up with a better way. there are other resources that are very small (like Interstellar's Antimatter). thank you very much for the feedback. -
This is incorrect, an antenna's gain is useful for both Rx and Tx. I have never seen a practical application of a parabolic antenna that did not use the parabola for both if it was designed for bi-directional communication.
-
I agree, smaller changes are less risky and this team is fairly new to both the codebase, each other and the community at large. If you advocate for a larger change than we are ready to tackle that is fine. Just be prepared for us to say no. We are also much more likely to work with someone on a large change if they have been constructive with us on smaller changes in the past. Everyone on the team are excited to make RemoteTech a fun and engaging mod to a game that we love playing. Otherwise we wouldnt have volunteered our time in this way.
-
[1.1.3] MunSeeker Mk1 Greenhouse (TAC Life Support add-on)
erendrake replied to munseeker's topic in KSP1 Mod Releases
Question. With this lossy process, does your craft end up loosing mass over time? If so that is fine and we can chalk it up to leakage? This has a nice stock-a-like look that i love. Thanks -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
there is a config setting to turn on RemoteTech Integration, it is in beta right now and has a few limitations. The intent is to let you run kOS scripts that have been copied to your craft when you are in communications range and have that script continue to run even if you loose connection. These scripts would also, since they are run locally, not be subject to speed of light delay. As for its limits. Right now calling into some parts of the RemoteTech API blows up the KSP universe and so i have turned that off. This means that kOS always believes you have a connection to the KSC. If you wanted to help us test this that would be great and before the full release of 12.2 I hope to have the interaction on by default. -
I would say the best route forward for any mod would be to strive to be more fun and rewarding. Realism is only one avenue to get there. Sack up, your alternative is to have your brilliant life changing idea languish on some long forgotten page of forum posts.
-
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
erendrake replied to Paul Kingtiger's topic in KSP1 Mod Releases
Are you talking about the CELSS greenhouse? Because that greenhouse and most others are derided for being way to Small to be realistic, the model might be sparse but real greenhouses that do useful work of scrubbing CO2 let alone produce food would be much larger and very heavy. @Diashi thank you for the work on this, its a really stunning set of parts. -
of course, PMed!
-
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
that was a last minute change that i forgot to change in the notes Ill let Steven Address these This are not the bugs you are looking for /wavehand but seriously another change that didnt make it into the notes. added I have no idea what happened. I have to admit i havent tested this feature a whole lot. I might have broken something after WazWaz's pull request.