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codepoet

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Everything posted by codepoet

  1. That is probably a question better asked on the MKS thread. I am a little unsure about what the statement is getting at myself.
  2. Is there any word on how crew transfer is going to work? Are there a plan to do something with the concept of "connected internal spaces"? If so I will stop worrying about supporting CLS.
  3. Are you also using Ship Manifest? There is a know problem with part highlighting when CLS and ship manifest are used together. PapaJoe has had a look at it, but no fix yet, and I have also poked about but not got to the bottom of it yet. It is not a bug anymore with CLS or SM, but obviously something about the way they interact. Hopefully one of us will get to the bottom of it soon. Apologies in the meantime.
  4. I have been holding off my development as I have been waiting for this to be updated to work with 0.24.2.
  5. I never use NERVAs because that are the rules I have imposed on my own gameplay. It would be cheating for me to use it because that is the rule I have imposed on myself.
  6. Thanks for this I have asked the author of the near future mod if they are willing to ship it with their mod. If they are not then I will bundle it into the next release of CLS.
  7. There is no debug menu provided by CLS. I think you might be referring to a Ship Manifest feature. Try asking on the ShipManifest thread.
  8. There are example configs that ship with CLS. There is also a HOWTO document that describes what the config options do. If you get Near Future parts working with CLS do let me (or the mod author) have a copy of the .cfg and it can be shipped with a future release.
  9. I love this mod and have been playing with a slightly old version and 0.23.5 for my long term Laythe base missions - sending out and returning a 6ish man crew every transfer window, and maintaining a presence on Laythe orbit and surface of around 12 kerbals. It has occurred to me that that the converters act as a means of boosting the capacity of a tank of water or oxygen, without offering much in the way of engineering trade-off choices. So the standard conversion rate is 90% (i.e. 100 wastewater -> 90 water). This means that a tank of water + a converter is equivalent to a tank 10 times the size (ie 100 units of water with a converter will provide 1000 units of water before the water has all been consumed. Indeed in the general case the amount of water available varies based on the conversion rate as: usableResource = takeSize/(1-conversionRate) So a conversion rate of 50% gives twice the amount and a conversion rate of 99% gives 100 times the amount. I think that there would be more interesting choices to make if different converters were available that differed not just by their capacity to convert, but their efficiency and mass. So a much more massive but more efficient converter might be the better choice as it would allow a smaller tank of water to be sent out with the craft. For long term missions this would provide genuine engineering choices rather than just slapping on a converter to keep things going. I know I can do all this for myself by editing the .cfg files, but wanted to share my thinking all the same.
  10. I think you are right - however I had hoped to be able to avoid a separate GUI (I hate GUIs in unity). Adding a gui introduced a bunch of other considerations - such as more than one stored location per part, and even considering if we can dispense with the part all together and add the functionality to command pods instead.
  11. Sorry about this. I am not quite sure what you mean when you say that "CLS brought up the debug console". Could you provide step by step instructions for reproducing the problem, and I will take a look at it? Thanks
  12. I am looking for a bit of feedback and suggestions for the user base.... I want the next change to be the ability to move the target location around inflight (as well as restore it to the design time location). I am wondering what sort of UI to use. I need to provide the inputs up,down,left,right,forward and back, but presumable all in a right click context menu. Any suggestions?
  13. I do not want it to die, but I do not have the time to do exciting new stuff with it. I am hoping the it is becoming sufficiently established and supported by other mods, that it is the other mods that can do exciting new stuff with it.
  14. Thanks for this. As I mentioned to you elsewhere, I am happy to pull the config, but check with the mod authors first, as it would be preferable for them to take ownership of and maintain it. If they do not want to I will pull it into CLS.
  15. I have just updated the OP to provide a link to the HOWTO that describes how to write config for CLS
  16. Are you sure that you have got module manager installed? From what you posted it looks as if none of the CLS configuration has been read in.
  17. Just to clarify - is there a problem using the current build in 0.24? I am not really planning to make any release at the moment as I do not have a gaming rig set up at the moment to develop on. However if there is a problem I will try to sort it - but I need to know if there is a problem or not. As I say - I can not test it myself as I do not have a computer to run KSP on at the moment.
  18. But it isn't, the author is clear that it won't be, and other modders want to include it anyway. So rather than huffing and puffing I suggest you just set it to disabled and move on with your lives.
  19. Thanks for checking. If you have a game with the triple hatch open problem - what happens if you same that game and then reload it? Does the problem persist? If it does I would be grateful if you could send me a copy of the save file so I can take a look. I will send you my email address in a PM.
  20. If you want to opt out, rather than getting frustrated trying to delete it from everything that includes it (I plan to ship it with my mods when I get round to it) why not just follow the simple instructions that tell you how to opt out?
  21. Are you using an upgraded save file or a new one? If you are able to, it would be helpful to know if the problem happens for you on either / both of these.
  22. Thanks for checking and reporting - my gaming rig is still in boxes, and I am in no position to start fixing up mods in a hurry ATM!
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