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Everything posted by toadicus
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[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
toadicus replied to toadicus's topic in KSP1 Mod Releases
VOID has been updated to version 0.18.1! This fixes the simulation issue with the Editor HUD reported by The Destroyer. EDIT: Zephram Kerman, KerbalStuff keeps all of the old archives, look in the Changelog section. You can also use creative editing on the URLs on the first post; I don't delete old ones from the server either. CHANGELOG: v.0.18.1 [2015-05-01] * Added simulation call to the Editor HUD so it works properly when the stage information window is closed.- 577 replies
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ManuxKerb, I have no reason to believe it won't. The outer planets are farther away, so it'll cost more ElectricCharge to transmit, but things should work fine! Kesselya, here's a version of your patch that should patch my patch and eliminate the need to edit AntennaRange.cfg directly, which is a nuisance during updates: http://hastebin.com/ludubehine Everybody who's pointed out that EVA Kerbals sometimes couldn't transmit: this was an EVAManager issue because female Kerbals have a different Part name than male Kerbals. I've updated EVAManager and things seem to be working well! I've repackaged the mod as 1.8a with the updated EVAManager; downloads in all the usual places.
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Has 1.0.1 or 1.0.2 broken variable support? I'm trying to write a patch that adds an EVA Propellant RESOURCE to parts with positive CrewCapacity values, thus: @PART[*]:HAS[#CrewCapacity[>0]] { RESOURCE { name = EVA Propellant amount = 5 @amount *= #$/CrewCapacity# maxAmount = 5 @maxAmount = #$/CrewCapacity# } } However, doing so causes the game to hang during load with the following exception: FormatException: Unknown char: # at System.Double.Parse (System.String s, NumberStyles style, IFormatProvider provider) [0x00000] in <filename unknown>:0 at System.Single.Parse (System.String s) [0x00000] in <filename unknown>:0 at ShipConstruction.GetPartCosts (.ConfigNode partNode, .AvailablePart aP, System.Single& dryCost, System.Single& fuelCost) [0x00000] in <filename unknown>:0 at ShipConstruction.SanitizePartCosts (.AvailablePart aP, .ConfigNode partNode) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+^V^E.MoveNext () [0x00000] in <filename unknown>:0 NullReferenceException: Object reference not set to an instance of an object at PartLoader.GetDatabaseConfig (.Part p) [0x00000] in <filename unknown>:0 at PartLoader.GetDatabaseConfig (.Part p, System.String nodeName) [0x00000] in <filename unknown>:0 at DragCubeSystem.LoadDragCubes (.Part p) [0x00000] in <filename unknown>:0 at Part+^V^G.MoveNext () [0x00000] in <filename unknown>:0 TIA
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TweakableEverything has been updated to version 1.9.1! This version brings minor quality-of-life fixes for 1.0, and fixes the inline docking port. VladP53, thanks for your report! It wasn't actually an issue with my mod, but rather a floating point problem with infinitely repeating fractions (0.3 is infinitely repeating in binary) and the way Squad's implemented their FloatRange tweakable. As a workaround, I've changed the default center value for the OKTO port's torque fields to 0.25 (nerfed by 0.05). CHANGELOG: v.1.9.1 [2015-05-01] * TweakableDockingNode: Removed now-unnecessary fixes for the inline docking port that were broken in 1.0. * TweakableParachutes: Changed the default values for deployment factors to provide a better experience with not crashing your parts. * TweakableReactionWheels: Patched the OKTO core's reaction wheel values to default to a value that won't suffer floating point errors and slow down the tweakable. * Minor code cleanup.
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[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
toadicus replied to toadicus's topic in KSP1 Mod Releases
The Destroyer, you say opening the Stage Information panel made the error go away? That's very interesting. Can you get me the whole log? A couple bits of info are missing from that snippet.- 577 replies
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Thanks, I'll repackage things soon. I'll take another look; last time I checked, parts can only be attached as children by two of their attachNodes; previously it was the two that were defined first in the list. I did notice that in 1.0 I can only attach the inline port by one of its axial nodes, but I haven't dug in to it yet. Once it's attached, you should be able to attach more parts as children to the other nodes on the port. I'm going to start re-packaging it in a stand-alone archive like I do with ToadicusTools so CKAN will install it for AntennaRange and TweakableEverything, since I'm now using it in both places. I need to fix my upload script, which is apparently truncating my zip files somehow. Hopefully tomorrow.
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Looks like it's missing from the list because NetKAN hasn't updated the latest ToadicusTools version yet, which is a dependency. I'll look into it as soon as I can (might not be today, though). Edit: vardicd, I'll look into tweaking the new fairings soon. Kerbas_ad_astra, I've had that reported elsewhere as well, and will change the defaults as soon as I have time to mess around and find a good value. For now, you should be able to turn the multipliers all the way down to keep your Kerbals safe. _mike_, thanks for reporting. I'll look in to it!
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[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
toadicus replied to toadicus's topic in KSP1 Mod Releases
NBZ, it already is: https://github.com/KSP-CKAN/CKAN-meta/blob/master/VOID/VOID-0.18.ckan Edit: Looks like it's missing from the list because NetKAN hasn't updated the latest ToadicusTools version yet, which is a dependency. I'll look into it as soon as I can (might not be today, though). Edit 2: Sekrit new spoiler about scripted panels!- 577 replies
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QuantumStrutsContinued has been updated to version 1.3! This version is recompiled for KSP 1.0 and finally removes the long-deprecated Strut Core parts. To those who asked; there is no default difference between the strut gun and the quantum strut, the strut gun is just intended to look a little more "real". I like JeffreyCor's tweaks... maybe I'll integrate them officially some day.
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Kip, I went to test my rebuild of ADN, but it looks like the NODE transforms on the new parts are pointed the wrong direction. The Editor enforces AttachNode directions now, and it won't let me attach something from "underneath" to the "bottom" node; it only clips through and attaches to the "top" node. HTH
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[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
toadicus replied to toadicus's topic in KSP1 Mod Releases
VOID has been updated to version 0.18! This update brings Official Support for KSP 1.0. I'll have another small update soon to get some of the Hot New Infoz about heat and such available for you; missing from this one for the sake of expediency. CHANGELOG: v.0.18 [2015-04-27] * Updated for KSP 1.0! * Updated to latest VesselSimulator code. * Tweaks to atmosphere data for KSP 1.0.- 577 replies
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TweakableEverything has been updated to version 1.9! This version brings Official Support for version 1.0, and performance improvements for TweakableStaging. CHANGELOG: v.1.9 [2015-04-27] * Official Support for KSP 1.0! * TweakableStaging should now be less of a burden on very large vessels. * TweakableParachutes: Removed our repack wrapper, because Squad's should be fixed now. * TweakableGimbals: Optionally (but by default) disabling Squad's GimbalLimiter, because it's a subset of ours and ours is cooler.
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AntennaRange has been updated to version 1.8! This version brings almost no material changes, but features Official Support for KSP 1.0. Also, thanks to all of you (and KasperVLD) for your appreciation and support! CHANGELOG: v.1.8 [2015-04-27] * Updated for KSP 1.0! * Toolbar button will now set its status to "Important" when the active vessel has no connection. * Miscellaneous behind-the-scenes changes.
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[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
toadicus replied to toadicus's topic in KSP1 Mod Releases
Hey all; I've got updates for 1.0 just about ready, but am too busy at work to get them up during the day. Will upload this evening (America/Los_Angeles).- 577 replies
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smjjames, to be sure I'm understanding everything correctly: you no longer believe TE to be the source of your problem? Let me know if you need my assistance. pellinor, apologies for the delay; I was vacationing earlier this week with the family, and was operating from my phone. Seeing now that you're the actual developer of TweakScale and not just an interested user, give me a bit to go over your API and the left-over TweakableEverything code, and I'll get in touch with you directly to see how we can best coordinate. Is there a better way to do that than a PM on these forums?
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pellinor, I'll take a look; a solution like yours will probably work to fix the initialization gate. A few of the modules let you set tweakable ranges in a config.XML file in PluginData, but that probably doesn't help with TweakScale much. Can you be more specific about what you need? smjjames, can you get me a log file? Also, do you use VOID and/or CKAN?