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KSP2 Release Notes
Everything posted by Starwaster
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
No it doesn’t work. It is version locked. It will always disable itself after every minor KSP version number change. That’s by design so it will require an update. -
Real Fuels Update for KSP 1.8 Updated and some bug fixes dealing with procedural part handling and PAW and window handling. https://github.com/NathanKell/ModularFuelSystem/releases/tag/rf-v12.8.4.1
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Here I am, brain the size of a planet and they ask me to recompile a mod
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I haven't found it to be particularly crash prone but there is something that can cause it to freeze, and it doesn't seem to happen to everyone, and not necessarily all of the time. (although for some it seems to be consistent) And what causes that seems to be calling MonoBehaviour constructors before they've been initialized in Unity. The current release of Deadly Reentry seems to have that issue so there's going to be another release of that with the offending code reworked. Real Fuels had a few places that could potentially have triggered it (though I didn't experience that myself). LGG apparently had to go through quite a bit of code given the large number of mods he administers/maintains. Maybe the same thing was what caused your sources problems. But again, I only know of it causing the game to hang, not to crash outright.
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Soon. I've been inactive for awhile due to holidays, cat sanctuary matters and PC hard drive problems prompting an emergency (and sloppily done) data migration. I've just this week gotten things back together again with GitHub and Visual Studios. I already have a functioning Real Fuels for KSP 1.8 and now I just have to get it packaged up. I've had it for awhile actually but I wanted to make sure it was free of certain issues that came to light over a month ago and then just today it was brought to my attention that there was a UI issue that can pop up with slider UIs. (where if the min and max values are the same for UI_FloatRange it can lock up multiple PAW elements - basically everything after the first afflicted element) So, expect it soon.
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@steve_v Scatterer is not 'resolving' any file paths. It has no idea about that. It just knows it ran into an exception and it's printing out the exception (System.IO.DirectoryNotFoundException) that it caught in its exception handling. Edit: Ok, not quite correct, sorry. There's some file handling going on elsewhere. It's fairly straightforward but it fully expects that the game data folder is named GameData and not GameData_testing - and the only way I see this happening is if the actual folder name of GameData_testing is being exposed to it. If you absolutely have to have this current setup then move GameData_Testing to Testing/GameData (that is, make a folder named Testing and put your GameData_Testing in that folder but rename it GameData
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[1.7.*] Kerbal Occupation Colors version 1.0
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
Oh I see. Sorry, but probably not going to happen. I don't intend to add further features at this point or develop it further other than maintenance for future KSP updates. The mod is in the Public Domain however. That is its license. If anyone else wants to make an entirely new mod using the code from this one (or just make a new branch with additional features), they are free to do so. -
[1.7.*] Kerbal Occupation Colors version 1.0
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
In the settings menu, there is an option to 'enforce dress code compliance...' Toggle that on. (note the description in the menu states it will turn itself off once it has done its work) Also note that if you have Kerbals on assignment in the field that you must also have the option toggled to 'Apply Dress Code Enforcement to Kerbals on assignment' as well. -
[1.7.*] Kerbal Occupation Colors version 1.0
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
Known Issues, first post. -
Yeah, there is. It’s called being an informed responsible modded who writes patches intelligently. Module Manager is already suffering from feature creep and bloat. Regression has been getting introduced which doesn’t get caught for several versions down the line and then it’s ‘well gee I don’t think MM ever supported that in the first place’
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@Aledude Kerman As I thought, TACLS is hiding containers if it detects that MFT (OR RealFuels) are present. Looking at the repo, it looks like it should affect sandbox as well since it modifies the category as well as the tech requirement. Not sure why it would still show up in the sandbox. Can look into it further later, but it definitely seems to be intentional.
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@Aledude Kerman sounds like TAC is modifying tech requirements if it detects MFT is present. It could cause it to still show in sandbox but not career, depending on what its tech requirement is. Did you check in R&D to see if those parts are in a locked node?
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That’s a function of the part config. add stagingIcon = DECOUPLER_VERT to the config for the part (not in the module itself, just the PART node
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Modded Ship has No Fuel
Starwaster replied to Immensity's topic in KSP1 General Mod Development Help and Support
@Immensity as @Barar says, do not use spaces in the RESOURCE name. If you want it to display with spaces then add displayName = Artron Banks in the RESOURCE_DEFINITION Also, it will be necessary to assign density to the resource or KSP cannot calculate thrust. The Rocket Equation is in full force here. (density = 0.001 = 1kg/cubic meter = the density of water)- 5 replies
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Modded Ship has No Fuel
Starwaster replied to Immensity's topic in KSP1 General Mod Development Help and Support
Can't troubleshoot properly from a screenshot. Need to see the config itself. Although, keep in mind that the fields for the RESOURCE node are case sensitive. So it should look something like: RESOURCE { name = Artron amount = 3000 maxAmount = 3000 } So amount needs to be all lowercase Also, why is the ship larger on the inside than the outside...?- 5 replies
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Starwaster replied to sumghai's topic in KSP1 Mod Releases
@Idontevenkno you wouldn't by any chance be the guy who made Logistics Station for FO4? -
@strangeJim @MODULE[ModuleEngine*]:HAS[#engineID[AllEngines]] { @name = ModuleEnginesRF @maxThrust = 2560 @heatProduction = 145 @atmosphereCurve { @key,0 = 0 282 @key,1 = 1 313 } !PROPELLANT[LiquidFuel] {} !PROPELLANT[Oxidizer] {} !PROPELLANT[MonoPropellant] {} PROPELLANT { name = Kerosene ratio = 37.694087 DrawGauge = True %resourceFlowMode = STACK_PRIORITY_SEARCH } PROPELLANT { name = LqdOxygen ratio = 62.305913 %resourceFlowMode = STACK_PRIORITY_SEARCH } IspSL = 1.01 IspV = 1.01 throttle = 0.57 ignitions = 4 IGNITOR_RESOURCE { name = ElectricCharge amount = 25.6 } } ModuleEngineIgnitor isn't used; it's a holdover from another mod and parts of it were used in RF. There is special handling for it in ModuleEngineConfigs but the module itself is non-existent. (i.e, MEC looks for MEI node and converts it to something useable) Edit: Clarification: ModuleEngineIgnitor does not exist at all as a class in Real Fuels.
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If you're talking about working through ModuleEngineConfigs then I'm going to have to say no, that's probably not going to work. You can specify ignitions on ModuleEnginesRF so do it there and don't add ignitions to any engine configs at all.
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Are you saying it would crash on OS other than what it’s built on or that it would crash on a specific OS but not another?
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@linuxgurugamer I’ll recode it so it doesn’t do that in a future update but I think you might overstating the severity of the issue
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No it’s not either of those. You’d probably see that even if there were no constructor and I said why that was. The question is why is this happening NOW? These things don’t happen randomly. What is going on in your KSP environment? You didn’t answer my questions.
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