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TriggerAu

KSP2 Alumni
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Everything posted by TriggerAu

  1. Heya, Will start looking this week. We had to get 1.11.1 to the door before I could go into modding obvs
  2. From testing that one it really depends on the GPU re perf effects From memory it seemed more of a tradeoff, but Ive not personally messed with it recently
  3. A setting of 1 tells Unity to use "Stable Fit" shadows ( the unity api bit is QualitySettings.shadowProjection) and a setting of 0 tell sit to use Close fit From memory, so dont crufcify me if I get it wrong, Close fit usually means better defined shadows, but at large distances can cause jittering, crawling and weird shadow gaps. Stable fit means less of that usually. Each graphics card does tend to be a bit diffn too as it goes through Unity at times it feels
  4. There is a way to do the no free refills and I need to add the details to that original bug report now weve released. In short what we did was add a flag to the parts that should reinit their resources (as opposed to refill) when they are stored. the KSPField is reinitResourcesOnStoreInVessel in ModuleCargoPart and can be added/changed using cfg editing ofr MM Patching. Transferring into cargo parts is a nice idea - do you know if its in th etracker for feedback already? Id certainly upvote it The limit is a range that can be found in the settings.cfg its called EVA_CONSTRUCTION_COMBINE_ENABLED and is in meters from the engineer
  5. Cool idea, ive added it as feedback here: https://bugs.kerbalspaceprogram.com/issues/26246 Do pop over and upvote it
  6. You should make your own folder in GameData so your items are not affected by upgrades, etc that we do with the Squad folder, same as adding mod content. The system uses the GameData folder in its entirety, if its not working like that then we done messed up
  7. Each fragment is its own comet when it breaks up, so yes they will stay - if you can catch and get it into an orbit after it skips through the atmos For those with MH you can create em down to class A size for super tiny ones
  8. Wow, totally didnt see this post come up in the activity as it went past. Apologies for the lag Jamie ( @JPLRepo ) and I ( @TriggerAu ) are both active/available on the forum and I wouldnt call it a long shot, hey your in the right place , but let me speak to the boss about the best way to go about the specific request. There may already be things that the comms team have that could help with some of the questions thats easier than the ramblings of us. Get back to you soon
  9. v3.12 is the 1.8.1 compatible release my friend. If itsnot coming up in CKAN you can try form here: https://github.com/TriggerAu/KerbalAlarmClock/releases/tag/v3.12.0.0
  10. Cool, Was dredging the ole memory banks on that one. With the replace on it does lock it like stock - checkd the code just now. Thanks for askin and chatting
  11. Been a while since Ive changed it meself, but if you turn off the window lock in the settings then you can move it around
  12. Damn , I see that now too, but not yesterday, apologies mate Ill get it nailed if it kills me
  13. Unfortunately I dont have a specific 1.7.x version, but if you can try v2.9.3.0 (which was for v1.4.x) and let me know. I think I have KSP 1.7.3 in my archive and could compile a new version of that if ARP for that if that version is no good
  14. Updated this tonight with some edits that make it installable for VS2019 and avoid possible errors in the startup
  15. No need to apologise, and no harm done of any kind. It looks like me forum notifications are working again so Im back in the swing of things, now to see what else we can break in KSP land
  16. Will have a look tomorrow - I need to review it for a thing or two as well
  17. Sorry guys I didnt get any comms about this one, something off with my forum account for the last few weeks. I have just updated to v2.10.0.0 as per me usual process. Ill chat to @zer0Kerbal about how any changes can be integrated to ARP, or what happens now its been bifurcated New version recompiled against 1.9.x Download from GitHub or Download from Curse or Download from SpaceDock Recompile for 1.9.1 Fix version checking and initialization issues Fix API Wrapper setup using wrong object for lastStage (Fixes #89)
  18. New version recompiled against 1.9.x Download from GitHub or Download from Curse or Download from SpaceDock Recompiled for 1.9.1 Fix for input locking chekcing issue on Linux - thanks Taniwha Fix for AN/DN timing (Issue #239) - Thanks Doxen Update API Wrapper for actions (Issue #233)
  19. From my memory , sorry - its early where i am
  20. Thats not obnoxious, its good to chat. The changelog says that "from memory" because the repetition steps involved using the SetPosition "cheat". probably a bad choice when reading back from the changelog. apologies
  21. Yes 24871 is the bug that was fixed for helmets yes
  22. We are definitely still fixing bugs (and improving performance) from previous versions and constantly searching for the best fixes and feedback to add in each release. Not everyone agrees on what the best selection is, but we are always keeping an eye on the ones that people bring up, upvote, discuss and are concerned by in the various touch points we have with you the community and other interest groups. You can see called out some specific fixes in the changelog every release, and you can see items in the tracker and here/reddit/etc that people want fixed or addressed. I dont think I'd be speaking incorrectly to say that we all strive for the best release everytime, that may not meet everyones expectation every time, but do know we are always discussing what you all raise and feel is important to KSP and we are always around the forums, streams, reddit, etc, no less now than previously.
  23. From memory its the same logic that was used in the normal save loop previously, which is very much based on being "close" to the surface with respect to load protection - ie if you quicksave well a vessel is falling just above terrain, the quickload can put things under the surface. Perhaps the changelog shoudl have been more specific about the "about to crash" logic. Let me confirm it in the code andgive you specifics EDIT: The above is correct - dustance above terrain is the key. The default value is 500m above terrain level and you can adjust it in the settings if you want more/less safety - its called QUICKSAVE_MINIMUM_ALTITUDE
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