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Everything posted by IRnifty
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Oh, no no no. I mean, when you left click and drag while on EVA with your jetpack out, you can change the Kerbal's orientation. It'd be useful to lock this while doing KIS stuff. Right clicking to move the camera is fine. That's perfect. I did just notice, actually, that the current lock doesn't yet prevent this, only the EVA keys...
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Hey bro. Really nice mod. Works wonders, but I have a suggestion, if I may. How about a mouse-drag lock for when Kerbals are EVA? This would be most useful with the new Kerbal Inventory System, when users have to drag items around different inventories. Having the ability to mouse lock while maintaining the ability to adjust your EVA motion would be immensely useful.
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So I have a few mods installed which use KSPAPIExt: TweakScale, using v 1.7.4, TweakableEverything, using v 1.7.4.15, Infernal Robotics, using v 1.7.4 These are the only intances of the KSPAPIExt file I could find. All mods downloaded via CKAN. Lately, I've been having trouble right clicking Kerbals to open their context menus. I have a plane sitting out somewhere, and whenever I right click on the pilot, I get this exception: [EXC 22:05:38.577] NullReferenceException: Object reference not set to an instance of an object KSPAPIExtensions.UIPartActionFloatEdit.UpdateValueDisplay (Single newValue) KSPAPIExtensions.UIPartActionFloatEdit.UpdateItem () UIPartActionWindow.CreatePartList (Boolean clearFirst) UIPartActionWindow.UpdateWindow () UIPartActionController.UpdateActiveWindows () UIPartActionController.UpdateFlight () UIPartActionController.Update () After getting this exception, I cannot open any context menu without changing scenes. Attempting to open a vehicle part's context menu does not throw an exception. Anyone know what mod is causing this, and how I can fix it while keeping the mod, or at least work around it?
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[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
IRnifty replied to tajampi's topic in KSP1 Mod Releases
Just letting you know, there's a typo in your KerbalStuff link to here. It reads "http//forum..." instead of the proper "http://forum...". -
scerion, I unfortunately don't know how to determine the subscriber status of a viewer, and I'm actually working on changing the behavior of the mod in Career such that, instead of drafting directly into your Krew, it will fill the applicants roster with viewers every time you go into it. If you have any design advice on how you'd like that to work, let me know! - - - Updated - - - Updated! v1.0.5: - Users already drafted are now removed before randomly drafting, skipping them completely. - The list of users already drafted is stored in individual files for each game save.
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[KSP 1.0.X] Kerbal Mechanics: Part Failures and Repairs v0.6.4.1
IRnifty replied to IRnifty's topic in KSP1 Mod Releases
Vigilante96, maybe the default decoupler chance of failure is still too high then? Try going into the main injections config and lowering them. Add these lines to each decoupler, inside each injection's MODULE node: chanceOfExplosion = 0.03 chanceOfNothing = 0.08 That gives each decoupler a 3% chance of explosion, and a 5% chance of silent failure (0.08 - 0.03 = 0.05). Change as you like. -
[KSP 1.0.X] Kerbal Mechanics: Part Failures and Repairs v0.6.4.1
IRnifty replied to IRnifty's topic in KSP1 Mod Releases
FreakyCheeseMan, The longer missions will have a higher chance of failure, but only if focus is kept on them. I haven't yet figured out how to handle unfocused vessels, so no calculation is done on them. Spare parts are stored in a container which is unlocked in General Construction. Repairs bring reliability up somewhat, but free repairs barely do anything at all even if they succeed. All mod parts need my mod applied to them via config file. Currently, I'm a bit busy so I haven't had the time to create configs for some of the more popular mods, but it's on the to do list. Silent_Thunder, it is possible, but as I remember, it is extremely difficult, and even worse if you're running RPM. That involves basically manually replacing internal props all the way up to manual texture modifications for RPM. Sorry, but it's a bit out of my expertise right now. -
[KSP 1.0.X] Kerbal Mechanics: Part Failures and Repairs v0.6.4.1
IRnifty replied to IRnifty's topic in KSP1 Mod Releases
Updated! v0.6.4: - KSP 1.0 "Kompatibility" update ;3 EDIT: Updated again! v0.6.4.1: - Fixed icon duplication bug. -
Updated! v1.0.2: - Removed twitch login requirement. - Mod no longer posts to twitch chat. - Mod now requests a user list, parses the list, and then drafts as usual. - Mod now plays sounds on draft button click, draft success, and failure. - Added username filtering which removes vulgar usernames form the draft. - Right clicking the app launcher button will automatically draft a Kerbal. - The draft alert now shows the drafted user's skill type.
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[KSP 1.0.X] Kerbal Mechanics: Part Failures and Repairs v0.6.4.1
IRnifty replied to IRnifty's topic in KSP1 Mod Releases
I have not yet created a failure module for solar panels because it's difficult dealing with panels that are physically broken by impacts. As it is, once they're broken, you can't click on them anymore, and then in order to actually repair them, I'd have to destroy the old part in code and recreate it, which I'm sure is possible, but physically modifying ships is a bit out of my range at the moment. -
Modding Tutorial Series: Volume 1, Custom Parts
IRnifty replied to IRnifty's topic in KSP1 Modelling and Texturing Discussion
Blender 2.6.x and Unity 4 are still highly recommended. My tutorials cover that particular way of doing it, and as that method, to the best of my knowledge, isn't broken, it's best to stick with it since it is the most documented. I do know of CRP, and you have an interesting idea, but in order to implement it, it's not the CRP you need, as all it is, is a set of resources. Regolith is what you want. That is the framework from which you can define your Radiation resource. From there, I'd say you could then use ModuleManager to apply the resource to all relevant parts as well as a "ModuleRadiationReceiver" module which would actually perform the receiving of the radiation, depending on the location. And if you'd like to add compatibility with Kerbal Mechanics, have right at it! I'm a bit busy with actually managing it, another mod, and some other projects to help, but I did design it to be easy to add to. -
Modding Tutorial Series: Volume 1, Custom Parts
IRnifty replied to IRnifty's topic in KSP1 Modelling and Texturing Discussion
The changes between 0.23(.5) and 0.90 are minimal, so at the least, 90% of the information found in the videos is relevant. I'm not going to guarantee it'll work 100%, but the information should get you on the right track. As for science parts, it really shouldn't be that hard to implement. My tutorials do cover general part making, but they do touch on how to add a module of any type in, and the method of adding module X is the same as module Y, there are just different things to configure. So the easiest way to figure that out is to look at a preexisting science part. Let's see... Ah, here we go. Ok so it is a bit more work for science parts in particular, because you not only have to define the part, but you also have to define the experiment. So I'd recommend the following: 1: Look at "GameData/Squad/Parts/Science/GooExperiment/gooExperiment.cfg" for how to set up a ModuleScienceExperiment on your part. 2: Look at "GameData/Squad/Resources/ScienceDefs.cfg" to figure out how to define a science experiment. 3: Define your own science experiment in your own ScienceDefs.cfg file in your own mod folder ("<your mod>/Resources/ScienceDefs.cfg"). 3: Make your part and define it in its config file, referencing the experiment ID you made in your science definition. If you have any questions, please feel free to ask, k? -
[KSP 1.0.X] Kerbal Mechanics: Part Failures and Repairs v0.6.4.1
IRnifty replied to IRnifty's topic in KSP1 Mod Releases
Updated! v0.6.3: - Fixed App window bug on resolutions other than 1080p. -
Modding Tutorial Series: Volume 1, Custom Parts
IRnifty replied to IRnifty's topic in KSP1 Modelling and Texturing Discussion
Copied from PM to me from Ricardo79: What doesn't make sense about this is that the config doesn't reference "smokePoint" at all. Maybe this is something that is taken in code without using the config... Either way, if it's working, then great! -
[KSP 1.0.X] Kerbal Mechanics: Part Failures and Repairs v0.6.4.1
IRnifty replied to IRnifty's topic in KSP1 Mod Releases
Updated! v0.6.2: - Fixed KSP App Launcher bug when switching to the main menu and back. - Fixed bug with App window not showing when an alert is showing. -
Draft Twitch Viewers v2.4.6: Release This software is provided "as-is" with no warranties. Presented under the GPL v3 license. Creation and/or publication of media (images, videos, etc.) while using this software is authorized. Created by: Nifty255 Copyright 2015 All rights reserved. This mod is in RELEASE. However, bugs can still happen. If you have a bug, or a suggestion, please leave it in a mature manner. DOWNLOAD: SpaceDock OR GitHub SOURCE: GitHub Get DTV on CKAN! FEATURES: Draft Twitch Viewers (DTV) uses web requests to connect to Twitch, and can pick a random user from any channel, and create a Kerbal in-game with that viewer's name. - Easy to use interface. - Draft from any channel, specified in the GUI. Or launch a viewer drawing without adding the winner to the game! - While getting the channel viewer list, DTV can remove bots (specified by the player/streamer) and viewers with distasteful names. - Upon attempted draft, an alert is displayed in-game indicating success or failure. - Customize the draft success message and the drawing success message. - Fully compatible with both Crew Manifest and Ship Manifest. - Players can add the viewer directly to the current vessel. - Rescue your viewers or take them on tours with DTV modified Career Mode Contracts! CHANGELOG: v2.4.6: - KSP 1.2.1 compatibility update. - Added a now required client ID to all Twitch web API requests. v2.4.5: - Fixed bug with job setting. v2.4.4: - DTV now ensures the player can afford a draft in career mode. v2.4.3: - Corrected career draft cost. v2.4.2: - Fixed bug which caused the draft app to blank out on the flight scene. - Fixed bug which caused scene switching issues after entering one save, leaving, and then entering another. v2.4.1: - Modified DraftKerbal method to invoke success using a generic Dictionary instead of a specialized DraftInfo object. - ScenarioDraftManager now destroys itself when returning to the main menu (and reloads when entering another save) to prevent potential load/save issues. v2.4: - Drafts are now saved directly to each save's persistent file, allowing reverts to free drafted names. - An upgrade system was left in place which will migrate pre-existing drafts over to the new system. - Fixed drafting for specific jobs still yeilding Kerbals with random jobs. - Changed the Quick Draft hotkey to Alt+Insert. v2.3.2: - Made the Quick Draft hotkey togglable. - All settings except for the "Bots to Remove" list now autosave when changed. v2.3.1: - Incremented version info. v2.3: - KSP 1.1 PRE-RELEASE Kompatibility Update. BUGS ARE EXPECTED. - Fixed a UI bug which mishandled window positioning on >1080p resolutions. - Due to inkompatibilities, right clicking the app icon no longer drafts. - Alt+D is the new drafting shortcut. v2.2: - All compatible contracts can now be retroactively modified to include drafted viewers. - Careeer Mode Tourism Contracts are now modified by DTV to replace stock Kerbals with drafted viewers. - When a tourism contract is offered, DTV silently drafts and replaces the old Kerbals with the new. - The DTV contract system will deactivate after 5 consecutive failures and notify the player. - The DTV contract system will skip a contract if there is no channel name and notify the player. - NOTE: DTV can have up to 4 times the usual delay because tourism contracts can have up to 4 tourists. - NOTE: Unknown results can occur if a contract is accepted before it can be modified. A fix is in the works. - NOTE: To alleviate the above issue, modified contracts show a pre-completed "Modified By DTV" objective. v2.1.3: - Fixed the Draft Manager App not saving at all. v2.1.2: - Fixed improper saving of the "Add Kerbal to Craft" setting. v2.1.1: - DTV's Draft App now toggles visibility with the game UI. v2.1: - Careeer Mode Rescue Contracts are now modified by DTV to replace stock Kerbals with drafted viewers. - When a rescue contract is offered, DTV silently drafts and replaces the old Kerbal with the new. - The DTV contract system will deactivate after 5 consecutive failures and notify the player. - The DTV contract system will skip a contract if there is no channel name and notify the player. - NOTE: Unknown results can occur if a contract is accepted before it can be modified. A fix is in the works. - NOTE: To alleviate the above issue, modified contracts show a pre-completed "Modified By DTV" objective. v2.0.1: - Downgraded target framework from .NET 4.5 to 3.5 to fix mod integration issues. - Added parameter which can suppress drafts being saved. - Suppressed saves allow for situations in which it is unclear whether or not the drafted viewer will be used. - If an unsaved Kerbal will be used, the draft caller can save the name manually through "SaveSuppressedDraft". v2.0: - Large code refactor to allow for third-party mod integration. - Settings reworked for consolidation and added stability. - Added error handling to the web side of the draft system. - Removed unnecessary "using"s to clean up code. - Performing any draft or drawing saves the current settings. - Made the alert window slightly larger. v1.1.4: - Added ability to add drafted Kerbals directly into the craft. - The option to add directly into crafts is togglable in the Customize menu. - Kerbals can be added into any part with available seating, simply by clicking it. v1.1.3: - Fixed bug which prevented the DTV App from appearing in the flight scene. v1.1.2: - Added version label to the bottom of the App window. v1.1.1.1: - Fixed "Kerman" toggle and custom messages not loading from file. v1.1.1: - Added toggle for adding "Kerman" to the end of Kerbal names. v1.1: - Added "Do a Viewer Drawing" which picks a random viewer independent of the draft. - Viewers pulled for a drawing are stored in its own list to prevent repeat pulls. - Added "Empty Drawn User List" button which resets the list and allows repeat pulls. - Added ability to draft viewers of specific jobs. - Users can still draft viewers, accepting any job. - NOTE: Drafting for specific jobs may take longer and may fail on low-viewer channels. - NOTE: The default action for right clicking is to draft with any job. - Added fund requirement for users in career mode just like normal hiring. - NOTE: KSP 1.0.2 displays a false hire cost in the Astronaut Complex. DTV shows the correct amount. v1.0.5: - Users already drafted are now removed before randomly drafting, skipping them completely. - The list of users already drafted is stored in individual files for each game save. v1.0.4.1: - Fixed icon duplication bug. v1.0.4: - KSP 1.0 "Kompatibility" update ;3 v1.0.3: - Fixed weird audio panning effects. - Set draft audio to the game UI level. v1.0.2: - Removed twitch login requirement. - Mod no longer posts to twitch chat. - Mod now requests a user list, parses the list, and then drafts as usual. - Mod now plays sounds on draft button click, draft success, and failure. - Added username filtering which removes vulgar usernames form the draft. - Right clicking the app launcher button will automatically draft a Kerbal. - The draft alert now shows the drafted user's skill type. v1.0.1: - Fixed App window bug on resolutions other than 1080p. - Fixed Draft alert window always showing "Draft Failed". v1.0: - INITIAL RELEASE
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FAR requires that your turns only be of a certain angle at any given time. You cannot turn very suddenly using FAR because that causes more drag and flight instability on your craft than it does proper change in direction of travel. I can't explain why this is because that's getting into real world aerodynamics, which I am not good at, but trust my when I say you cannot point your rocket at too great an angle from your direction of travel or it will make your craft unstable. Now, in order to properly gravity turn, it actually depends on what speed your craft is when. Some crafts are so heavy that they need to start them late. Some are light and fast and need to start early. So as a rule of thumb, you should start your turn very early, around 5km or so, and turn very slowly. And I mean early and slowly. You should indeed be at 45 degrees at 10km, but you need to start early enough to get there with a slower turn.
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[Windows/KSP 1.1] Kerbal Config Editor v1.1 Release
IRnifty replied to IRnifty's topic in KSP1 Tools and Applications
If there is anyone that runs KSP on Linux, I'm looking for someone to assist me in making KCE cross-platform. There are some things I need to know about Linux's KSP installation to continue. Message me if you're interested in helping.