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dtobi
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Everything posted by dtobi
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[1.1.x] CoolRockets! Cryo and Launch Particle FX
dtobi replied to sarbian's topic in KSP1 Mod Development
Good to hear. Thx! -
Just realized the straight SSME was missing. Should be fixed in the download now.
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There should be a "Gimbal" "Enabled" "Disabled" button.... or don't you get any KM gimbal specific fields at all? Like Roll? Gimbal Method? Trim?
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[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
dtobi replied to Firov's topic in KSP1 Mod Releases
Funny... I am certainly no expert in C# linking so obvious things might confuse me... but if I don't request a local copy and keep it together with the smart parts .dll I get weird random crashes. EDIT: Just recompiled again with local copy set. Maybe this helps any? -
Thats another thing I'll do once I have the technical issues and the new folder structure settled. Engines, tanks, ... everything must be rebalanced... BTD: Suggestions are very welcome!
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[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
dtobi replied to Firov's topic in KSP1 Mod Releases
EDIT: I still get random crashes in the VAB but nothing traces back to Klockheed Martian. Its other functions that seem to fail... -
Changed the download so it uses the 1.6.0.0 ... Recompiled SmartParts against 1.6.0.0 just to be sure.
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[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
dtobi replied to Firov's topic in KSP1 Mod Releases
Just tried with Win 8.1, 64 bit and it worked fine. However, I got random crashes in the VAB with .24 before. I am not sure if its really related to a mod or if the stability of .24 is not so great. Please keep reporting. Thanks! - - - Updated - - - Interesting. I can fix this. EDIT: Changed the download so it uses the 1.6.0.0 ... Recompiled SmartParts against 1.6.0.0 just to be sure. -
[1.1.x] CoolRockets! Cryo and Launch Particle FX
dtobi replied to sarbian's topic in KSP1 Mod Development
There is a little info in the first post of this thread. I suggest you read a bit in the Plugin development section of the forum, too. Essentially its just cfg file editing you need to do to add launch FX. -
If there is one in Klockheed_Martian_SSE then it is wrong. It should just be in Klockheed_Martian. However having it in both should not hurt at this time.
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[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
dtobi replied to dtobi's topic in KSP1 Mod Releases
There is a new update for all Klockheed Martian Parts. I'd like people to test it before I annouce it on the OP. I have changed the KM folder structure so please delete all older Klockheed Martian folders you already have! The two main drivers behind this update are a) 0.24 compatibility and maintainability. All Mod Packs are now in separate folders. This makes it easier to update or uninstall a single pack. There is still one pack that is required by all. The general "Klockheed_Martian" Pack. It provides service functions. Pre-versions of all packs are available here: https://www.dropbox.com/sh/r93q90vpbeavoye/AACAlIFel0ufwiU4h1_WtfFGa/KSP Please download the "Klockheed_Martian" pack AND the pack you want. So for example, if you want Space Shuttle Engines, please download both Klockheed_Martian and Klockheed_Martian_SSE. The Klockheed_Martian Pack is prequired for ALL mods. I would be very happy to receive some feedback. There are also two goodies: a) The valve should work again and there is an IVA for the Skylab. Thanks for testing! -
There is a new update for all Klockheed Martian Parts. I'd like people to test it before I annouce it on the OP. I have changed the KM folder structure so please delete all older Klockheed Martian folders you already have! The two main drivers behind this update are a) 0.24 compatibility and maintainability. All Mod Packs are now in separate folders. This makes it easier to update or uninstall a single pack. There is still one pack that is required by all. The general "Klockheed_Martian" Pack. It provides service functions. Pre-versions of all packs are available here: https://www.dropbox.com/sh/r93q90vpbeavoye/AACAlIFel0ufwiU4h1_WtfFGa/KSP Please download the "Klockheed_Martian" pack AND the pack you want. So for example, if you want Space Shuttle Engines, please download both Klockheed_Martian and Klockheed_Martian_SSE. The Klockheed_Martian Pack is prequired for ALL mods. I would be very happy to receive some feedback. There are also two goodies: a) The valve should work again and there is an IVA for the Skylab. Thanks for testing!
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[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
dtobi replied to Firov's topic in KSP1 Mod Releases
There is a new update for all Klockheed Martian Parts. I'd like people to test it before I annouce it on the OP. I have changed the KM folder structure so please delete all older Klockheed Martian folders you already have! The two main drivers behind this update are a) 0.24 compatibility and maintainability. All Mod Packs are now in separate folders. This makes it easier to update or uninstall a single pack. There is still one pack that is required by all. The general "Klockheed_Martian" Pack. It provides service functions. Pre-versions of all packs are available here: https://www.dropbox.com/sh/r93q90vpbeavoye/AACAlIFel0ufwiU4h1_WtfFGa/KSP Please download the "Klockheed_Martian" pack AND the pack you want. So for example, if you want Space Shuttle Engines, please download both Klockheed_Martian and Klockheed_Martian_SSE. The Klockheed_Martian Pack is prequired for ALL mods. I would be very happy to receive some feedback. The smart parts pre-version is considered to be quite experimental. Just to warn you. There are also two goodies: a) The valve should work again and there is an IVA for the Skylab. Thanks for testing! Firov has contributed largely to the smart parts part. Please provide feedback to him. The SmartParts version is considered to be experimental. Please use the version from the top post if you encounter problems. -
[1.1.x] CoolRockets! Cryo and Launch Particle FX
dtobi replied to sarbian's topic in KSP1 Mod Development
There is a new update for all Klockheed Martian Parts. I'd like people to test it before I annouce it on the OP. I have changed the KM folder structure so please delete all older Klockheed Martian folders you already have! The two main drivers behind this update are a) 0.24 compatibility and maintainability. All Mod Packs are now in separate folders. This makes it easier to update or uninstall a single pack. There is still one pack that is required by all. The general "Klockheed_Martian" Pack. It provides service functions. Pre-versions of all packs are available here: https://www.dropbox.com/sh/r93q90vpbeavoye/AACAlIFel0ufwiU4h1_WtfFGa/KSP Please download the "Klockheed_Martian" pack AND the pack you want. So for example, if you want Space Shuttle Engines, please download both Klockheed_Martian and Klockheed_Martian_SSE. The Klockheed_Martian Pack is prequired for ALL mods. I would be very happy to receive some feedback. There are also two goodies: a) The valve should work again and there is an IVA for the Skylab. Thanks for testing! -
There is a new update for all Klockheed Martian Parts. I'd like people to test it before I annouce it on the OP. I have changed the KM folder structure so please delete all older Klockheed Martian folders you already have! The two main drivers behind this update are a) 0.24 compatibility and maintainability. All Mod Packs are now in separate folders. This makes it easier to update or uninstall a single pack. There is still one pack that is required by all. The general "Klockheed_Martian" Pack. It provides service functions. Pre-versions of all packs are available here: https://www.dropbox.com/sh/r93q90vpbeavoye/AACAlIFel0ufwiU4h1_WtfFGa/KSP Please download the "Klockheed_Martian" pack AND the pack you want. So for example, if you want Space Shuttle Engines, please download both Klockheed_Martian and Klockheed_Martian_SSE. The Klockheed_Martian Pack is prequired for ALL mods. I would be very happy to receive some feedback. There are also two goodies: a) The valve should work again and there is an IVA for the Skylab. Thanks for testing!
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Exactly right. Some parts of SSE are compiled against .net 4.0. This shouldn't be an issue but its not what the statistics mod expects. I am currently working on a major overhaul of the whole Klockheed Martian folder structure. In this step I will update everything to .24 and to .net 3.5. It will take some days. Until then, I believe most things should still run OK.
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Bumping this because I think it was overlooked. People are reporting up to 30s delay in career mode. I think the hasTech is called multiple times in a row, loading the config and tech tree several times. This seems to delay part placement. I really love the idea and execution of tweakscale but I probably have to remove it because it makes using the parts in career mode with tech really slow. Any help would be appreciated.
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Hi everyone. I am a bit confused. I am running 64 Bit KSP .24 here and all SSE parts work just fine. The gimbaling seems OK (no difference to .23.5 for me). I don't get any load exceptions or anything else that is weird. I recompiled the plugin, though, to see if that helps you. Would somebody test this version? It contains recompiled dlls. I hope this fixes everything. It should also fix the valve issues. As sool as people report back positively, I will update the OP. https://dl.dropboxusercontent.com/u/3061183/Space-shuttle-engines-2014-07-19-v1.4.3.zip PS: The post should be up in a minute or so. Dropbox is a bit slow for me sometimes.
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[1.1.x] CoolRockets! Cryo and Launch Particle FX
dtobi replied to sarbian's topic in KSP1 Mod Development
Jep. It works fine. -
I love your plugin but I have a problem when using it. I use Tweakscale to scale different parts of this pack: http://forum.kerbalspaceprogram.com/threads/84224-Klockheed-Martian-Special-Parts-V0-3-7-July-Dev-Thread-Skylab/page2 However, if I use the "techRequired" parameter, things hang for a couple of seconds everytime I add a new part in the VAB. This only happens in career mode. Here is the config for the part (the cargo bays, for example). MODULE { name = TweakScale type = stack scaleFactors = 0.625, 1.25, 1.875, 2.5, 3.75 scaleNames = 0.625, 1.25, 1.875, 2.5, 3.75 techRequired = precisionEngineering, electrics, advElectrics, largeElectrics, specializedElectrics } Am I doing something wrong or is there still a bug?