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Podesta

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Posts posted by Podesta

  1. On 4/4/2017 at 4:20 PM, Z-Key Aerospace said:

    Fed up of waiting for 1.2.9 gonna release this any way.  I've stopped coding it for the moment.  I left some logging in but I think that may be a good thing for a moment.  I don't really use Orbital Science so it's only had so much testing.

    V5.6 - 04-Apr-2017 Built against KSP V1.2.2
    * Situation bug on checklist window in KSC scene, now correctly becomes blank.
    * Reading stored setting for checklist filter button correctly
    * Orbital Science support for Here&Now trigger buttons
    * Only using stock calls for triggering science if we can't use DMagic ones (seems to be best)

    Get it while it's hot.  Don't tell other authors of weird science mods or they will all want one.

    So [x] Science! still isn't going to correctly predict the under water stuff from DMagic.  Anything that more-or-less complies with stock will work as it always did.  It's just that you can now press the button to trigger it from Here&Now.

     

    When I get back to this, I have a couple more setting bugs to fix and I want to start storing the position of the Here&Now window.

     

    I'm a little but curious. Did version 5.6 add some support for dmagic sciences? I'm running ksp version 1.22 and [x]Science 5.6, with dmagic science 1.3.8, plus also ScanSat. I haven't had a problem with the "Science Now" button not working, like some people reported on the thread, with items that dmagic changes, like the magnetometer.

    But [x]science does not seem to know any science related to dmagic exclusive items. I wasn't super sure about the experiments that I could do with dmagic items, like SIGINT, etc, and was hoping [x]science would shed some light. Adding the item, simulating in an orbit that I could use the item for science, etc, and [x]Science made no notion of knowing the item existed, or that there were available experiments with it. Also looking for the all science tab and nothing. And I couldn't find anything in the settings. For reference, the total science that it shows me is 3779.

    Is this the expected behavior, or does it support dmagic in some fashion?

  2. I'm running 1.2.2 KSP version and TAC 0.13.0. My Electric charge consumption is being reported as fairly wrong, I imagine (the estimated duration is fairly lowon the VAB, and once I launch it shows as being able to last much longer), and I imagine I end up overstacking on batteries. By the changelogs, it seems like the bug have been fixed on a newer version. My question is, if I can update my TAC to latest version (0.13.6) and run it with my current 1.2.2 game version?

  3. @NerteaGreat mods. When you soft-depreciate a part, is it possible to edit its info/name to state it without breaking the game to people that has the part? Or at least to prevent contracts from pulling it?

    I'm asking because I had some parts that I was researching for and buying but I couldn't find in the VAB at all. I was confident that my game was broken. One of the parts was the LV-T95, that after launching more rockets that I'm proud to admit with the LV-95 that I mistook for it, I was able to find in this thread (page 5, third post) your changelog for version 0.6 that stated that It was Soft-deprecated.

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