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Stone Blue

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Everything posted by Stone Blue

  1. 1) Fair eunuff 2) Support patches for other mods is entirely up to you... some mod devs supply the support themselves (usually mods the mod dev uses themselves, or fit extremely well with their mod), and/or, some devs let the community supply patches, which they'll pacage up in their mod, and/or some rely on said mod devs (other mods), to package support/patches in those other mods... so basically, its all up to YOU, on what support you want to include in YOUR mod for other mods. The main thing, is to *allow* for support of other mods, meaning just taking into consideration how to code any plugins/modlue nodes or config keys, so the opportunity for other devs/community to come up with support, for whatever, and however... vOv 3) idk... vOv the 5 min EVA limit sounds good... should give enough time to get bac abord a craft... as to craft limit, idk,,, just mae it reasonable, so either moar supplies can be converted in time, or to get another craft there with supplies, or ... vOv ?? 4) Gotcha
  2. Youre not wrong here, unfortunately... There were some new people that took a keen interest in revamping Telemachus, and a complete re-write and optimization were being started... the way TM handles the cameras to Houston, was one of the main things they were looking to rewrite. They wanted to make it moar modular & streamlined, so it would be easier to also create new UIs with camera functionality, as well as "fix/reuse" some of the other existing UIs. But the main coder seems to have become inactive due to IRL issues... There *is* still a discord server set up for Telemachus, but its not very active. Would be nice if someone came along and piced up the reigns again, building off of what was discussed/done in the Telemachus Reborn server: https://discord.gg/wxsRSa8r Now, as to other things to try, there is the Stand Alone Map View mod, that still might work. Couple that, with your "Mission Controller" installing and using the mod Probe Control Room Recontrolled , by LGG.... Please post bac, if you get this setup working
  3. Nice mod A few questions, tho: 1) About EVA Propellent being persistent, and available for free... can you give moar details? ... ie whats different about how stock KSP handles this? ... and I wonder if this feature may seem a bit out of scope as the mod currently is? vOv I mean, I realize how important suit prop *is*, to kerbal survival... but wondering if it should really be part of a simple LS mod, or moar for a feature of a *fuel/EVA mechanic* handling mod? vOv 2) Have you *hardcoded* this for stoc parts?, or, is/are required modules added/editable by config? Cuz, that, leaving as much as possible to editable config keys/modules, seems it would be the best/easiest way to add support for users to add this to modded parts... thats the way tons of other mods, do it, anyway... vOv 3) As to the "alarm" time limits... idk, but 10 mins remaining (yellow), and 1 min remaining (red), seem a little low...vOv 4) As to having Engineers required, I get that. ... but then might that not completely eliminate the usefulness of this mod, in either early career, or at least with only one or two kerbal craft, where a 1) Pilot, and 2) Scientist, may be mission critical? Note, I *never* really play career, (only sandbox/science modes), so mebbe thats already covered in the tech tree placement? vOv As to the 1 & 2 kerbal pods tho... vOv Granted, I may just have to *try* the mod, to see if there really *is* a niche, for only 1 or 2 kerbal craft, without the requirement of the hab/converter, and a 3rd seat Engineer... vOv But otherwise, I'm liking where this mod is going... :thumbs_up: Will also be interesting to compare it to Snacks!
  4. Quick look through your log doesnt show anything definitive for me, other than a big exception at the begininng, thrown by something that has code for "_BuildManager". I do not now what mod that would be from, certainly not OPT. Also, about 1/4 of that unusually long log, seems to consist of exceptions from Parallax. Since your issue seems to be primarily with KWT, I suggest creating a fresh, non-Steam install of KSP, and only installing KWT and any required dependencies... Test, then add any plugin-only mods that are in your current, failing install... only do mebbe half-a dozen at a time... less if there arent that many to begin with... Test after each group of mod installs. With the nature of KWT, I have no idea how it would play with any planet pack mods. Also, Kopernicus could possibly be an incompatability? vOv A note on Kopernicus: mae SURE you have the correct fork of Kopernicus for the version of KSP you are on. There are currently THREE branches: original (for KSP 1.8.1), prestja's one for 1.9.1, and R-T-B's for 1.10.1 Also, i dont know if FAR could be causing an issue with KWT, I would install FAR as your first plugin after installing KWT.
  5. yeah... it depends on whether you're on KSP 1.8.1, 1.9.1, or 1.10.1, as currently, there are basically seperate versions of Kop for each, and you must run the correct one. Likely, you've found out that if on 1.10.1, you should be running R-T-B's Bleeding Edge fork. Then, just the latest versions of Parallax and Beyond Home. Just be aware that the Bleeding Edge fork, *is* called that for a good reason... So you may run into bugs and issues... but at least you'll be on all the correct versions.
  6. Are the sounds in IVA, the same sounds in exterior view? If not too much trouble, or not already done, might be nice to have the IVA sounds filtered much lower, less trebly/mid-range, and less loud... vOv Meebe even add some hull creaking? LOL
  7. AWESOME SAUCE!! .... Cant wait to try this out... THANK YOU, ensou04. Also, Congratz on making Rocketology's Mod of the Week
  8. @Sppion1 if you install KerbalKonstructs, you can install an update of the old KSC Floodlight mod, of the light tower from the old Kosmodrome mod, here: https://github.com/StoneBlue/KSC-Floodlights/releases Its *only* the light tower, not anything else in Kosmodrome. Just be aware, if you run GPP, you have to delete the KSCFloodlight folder, packaged *deep* in the GPP folder. Image provided by @shoe7ess in a post from the original KSC Floodlight thread:
  9. I could be way off here, but you could try maing a model (a .mu), that only contains an empty transform, that could be added into any part .cfg as an additional model, and manipulted with some existing config modules and keys, or using some mods' modules & keys (such as B9 PartSwitch, mebbe vOv)... especially position and rotation But then, you'ld still want some ind of plugin as a controller
  10. @eberkain While Smart Actuators also seems to do it, theres newer and updated ACES also:
  11. So, could you test this patch? @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[kOSProcessor]]:NEEDS[kOS]:Final { MODULE { name = kOSProcessor } } If that doesnt work, try this one: @PART[*]:HAS[@MODULE[ModuleCommand]]:NEEDS[kOS]:Final { MODULE { %name = kOSProcessor } } grrr... that one bracet wont tab to the proper position in the post Also, mae sure to delete the included copy of MiniAVC.dll, if you havent already... MiniAVC is broen since, IIRC, KSP 1.8.0, and should be removed for all subsequent KSP versions
  12. Yeah, but a couple lines of *code*, or lines in a config... there's a big difference Also, I, and this respected modder I spoke to, after not much in-depth testing, now see weird changes/effects on ground shadows, especially when zooming in/out. So it preliminarily, looks lie, the fix posted above, might fix one problem, but can cause at least one other. vOv For me, so far, its not game-breaking... so we'll see, I guess.
  13. So, was it moar involved than just the settings fix posted above by Anth12?
  14. I can also confirm this had no effect for me... However, the fix posted by Anth12, above, DID wor for me... I tested it with the Celestial Shadows setting both on/off, with no efect... However #2, I also have a questionably modded install, and non-default/tweaked settings for *other* graphics settings... Someone should really test this on a fresh, stock install, with all *default* graphics settings, to help verify/troubleshoot this... Also, as was just pointed out to me by a much respected modder, there could very well be unintended consequences of this *easy* fix... so it should be tested moar thoroughly. I also thought it seems inda weird, that such a "simple" fix, could have been overlooked by Squad, since this has been raised on the bugtracer... vOv
  15. Huh... Seems I dont have an old copy of this... Unsual, since i hoard , uh... collect and archive, just about every version, of every mod ever made... (i have ~300GB of unique mod .zips saved) So, thanx for bringing this to my attention, so I can add it to the *Collection* Now, contract packs for CC, are just a set of config files, and should be pretty robust, survivng thru all but the most major CC or KSP updates... Wondering if anyone has actually tried this out in recent versions of KSP? ie 1.7.3 - 1.10.1?
  16. Had already grabbed them from SD, even before your post... Look awesome
  17. Does this do the same thing that DebugStuff gives, on the loaded modules? or moar? Also, does this display ALL parts that use a module, (I assume so), or is it also, only part-by-part? EDIT: nvm... my reading comprehension just kicked in :doh: "Selected Modules Applies to all Parts"
  18. Oh wait... mebbe not KURS... I havent gotten that far yet... its DPAI & VesselViewer rn... sorry
  19. uhh.. thats the ModuleManager version But I got the info from your CKAN info Thanx for looking into this... Hoping to add support for this to a mod But having other issues with MJ, and KURS camera, rn, too Also, VesselViewer is making MFDs completely unresponsive/unusable in MAS... I have lots to troubleshoot... lol
  20. @KSPrynk@linuxgurugamer sorry both of you... I did read bac thru most of the wall of text, but I couldnt find reference to which version of MJ this is happening with...vOv ie is it the latest stable, or a dev release?
  21. yeah... I used to do just two... in long eliptical orbit, 180° out from each other... Really only needed one, but I was on a constellation spree... 2 polar, 3 equatorial around both Mun & Minmus... even did 24 GPS sats in a constellation, plus, IIRC, 8 comm relays, around Kerbin (2 polar, 6 in KEO) Only really need one polar, in a nice long elliptical orbit... it spends better than 90% of its time out of the planet's shadow... so you only have use for another (offset), for a very short time, for 100% coverage vOv
  22. OOpps... my bad... didnt notice when I grabbed the link Hmm.. I woulda thought it might be on the KSP-RO github otherwise...but I dont see it there either... Sorry vOv
  23. @Starwaster has been maintaining it...all be it, on the original dev's repo... RealFuels and Modular Fuel Tans were split, but RF is still in that repo https://github.com/NathanKell/ModularFuelSystem/releases/tag/rf-v12.8.5
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