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Red3Tango

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Everything posted by Red3Tango

  1. @TinfoilChef Yes, over on SpaceDock. Click the "Changelog" section and Version 1.1.1 works for KSP 1.0.5.
  2. Version 1.2.0 is out! This still uses the legacy UI functions, but has been tested to be working with 32 and 64-bit versions of the game. Let me know if there are any bugs that I have missed. You can download on SpaceDock
  3. Just tested with 1.1 prerelease... sad news, it is not compatible I will try and get a rebuilt/recoded version out as quickly as I can! UPDATE I released a quick "hotfix" that removes the UI, but allows it to work still using the config.xml file.
  4. @Deimos Rast I am not sure if it is compatible with the other ambient lighting mod, as I believe it is adjusting the same game code. Mine should effect the Space Center (but not dynamically due to code execution of KSP). It does not run in VAB or SPH, so only in the Flight Scene does it dynamically adjust in real time. As for adding it to Blizzy's Toolbar, I don't know how long before (or if) I will get around to that. That is the reason I added the option to remove the button, but yes, that does mean you wont be able to adjust it on the fly. It has always been designed as a more "set it and forget it" type of mod. I don't currently have a dev-build system at the moment, but I will look into adding that option either way.
  5. Yes it is compatible with 1.0.5, excluding the UI it is theoretically compatible with any further versions as well. I will get it on SpaceDock Soon™. Sorry that was my fault, updated the link to the correct filename now.
  6. *facepalm* sorry about that, I linked the wrong file Download (I also updated my last post) The problems I've been having with the scm software is ram usage spikes, causing other programs on my server to crash. So I may go with github and have the repository hosted there (instead of doing it myself)
  7. Download I have been having issues with my source code management software, I may have to get a github account setup eventually.
  8. Any tips/tricks to handle long duration unmanned missions? Im wanting to use Remote Tech and Outer Planets, and wondering the feasibility of launching communication networks around other planets. Is there anyway I could "boost" the reliability, or is it just a RNG thing and have to be lucky?
  9. Sadly because this overwrites the DLL from vanilla Remote Tech, it makes it incompatible with CKAN. (ckan will not overwrite files that are created by another mod) So we would need to wait for CKAN to allow this feature, or for RemoteTech XF to be rewritten to be separated from the main DLL, or for RT to add this type of functionality. Or, download and install this manually
  10. Im getting the same results @lajoswinkler with both sizes of greenhouses. Starting resources (1 kerbal - 3 days) Food 1.10 - Water 0.73 - Oxygen 111 Ending resources (15 days later) Food 0.00 - Water 0.72 - Oxygen 111 I am using with TAC Life Support. Water did drop 0.01 but they may have just been a rounding error, as the "Life Support Monitor" in TAC actually shows water has more remaining than 3 days (3d 00:00:01)
  11. @Akira_R that actually illustrates my point more. KAS (0.90) has items you can place, like stuts connectors, pipes, etc like you said. All this takes disk space and ram to run. Now (soon) many features will be moved to KIS and more features added (such as wrenches, drills, etc)... and again this takes more disk space and ram, however, to get the struts that will still be in KAS (yet more disk space and ram). This is why I am saying having to install KIS and KAS, just to get struts is overkill. For clarification I don't need/want to be able to remove/add the connectors... just able to connect them in space. As for my idea of needing EVA+Engineer, that was just for creating the connection and not placing the connectors (I can do that in the VAB/SPH).
  12. Its real simple Krakenfour, you just place strut pieces on your craft (they look like the stock ones). Then in flight mode you can right click one, then another to link them. I doubt KJR would have any effect on them, just because they have a high tolerance already, like the stock struts.
  13. I know that KAS has it, but soon will require both KIS and KAS... and for just wanting docking struts, seems a bit overkill
  14. v1.1 Released! [Added] - Stock Toolbar integration and in-game UI [Changed] - Folder Structure *remove existing install before upgrading* There you go @maxrsp, let me know how that works! Also for anyone that doesn't like the toolbar icon, you can hide it from the Flight scene, or disable the icon completely using the config file.
  15. @philly_idle thanks for compiling against 1.0.2! Since KAS is taking awhile to be updated because of the shift to KIS/KAS I was looking for alternative strutting. Docking Struts is perfect for what it does, simple, small, and to the point! I see JDP has released the source freely, and this has gotten me thinking of how cool would it be to modify it to an EVA activity + Engineer? (to give them more uses, but all optional for people that don't want that)
  16. @maxrsp, I have been thinking of the idea to include support for the stock (maybe blizzys) toolbar in a later release. Is this something that you would find helpful/useful? Would be to add a simple UI that allows you to change the value in real-time, and have that save to the config file. It would also have options to select which scenes it (the toolbar button) would show up in (to limit clutter in the toolbar).
  17. Thank you marc40k! I really do appreciate the support! So the latest version has now been uploaded to Kerbal Stuff, and in the works of getting it on CKAN as well (if I did it correctly that is) =UPDATE= Mod is now available on CKAN!
  18. Where do I signup! haha But if Squad decides not to do this, It would still be possible with a mod. The hard part I think would be re-assigning the modules when forcibly changing their skill ever time it loads a scene.
  19. Any news or anything if someone is working on a mod for this? maybe like integrating into Crew Manifest? I know I'm a fairly unskilled modder, but if no one else is working on this, I may try taking it up when I have the spare time
  20. +1 biohazard15 the stock "fairings" pale in comparison to PF, in both functionality and looks
  21. Will there be an option for you to rename docking ports with Haystack, for those of us who do not use Docking Port Alignment Indicator? Possibly something where if you don't have that installed, it has the feature through Haystack, and if you do it works as it does now? Reason I mention this, is that I have grown accustom to Navball Docking Alignment Indicator, which does not have a renaming feature.
  22. Yup I just checked that out too, effects Sandbox and Science mode (like you said no funding). Thought I was going crazy because I tested in new Career, then when I went back into Sandbox it worked fine Thanks for the quick reply though! Also good to know it doesn't effect Career.
  23. [bug Report] v1.1.2 When running a simulation, the timer runs out and a small box appears and all control of the game is lost. The output_log.txt file is spammed with this: NullReferenceException: Object reference not set to an instance of an object at KerbalConstructionTime.KCT_GUI.DrawSimulationCompleteFlight (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) Steps I have used to re-create this: 1) with a fresh install of KSP, installed KCT, removed NASA pack (so only KCT and Squad are in the GameData folder) 2) select a root part, capsule, probe, etc 3) simulate in orbit around Kerbin (80km) 4) warp till default timer (of 15 min) runs out
  24. I haven't seen an option (may be blind), or maybe it's not possible? But the red arrow that shows which way its turning, can you make it scale the size based on SAS torque instead of vessel mass? Sometimes it's hard with larger mass vessels to get them balanced because the spin arrow doesnt show. I do know there is a numerical readout, but can still be tricking to use that number. Maybe this could be a feature in a future release?
  25. When I get a chance I will look into this, may not be a high priority as the code hasn't chanced since created I have not used Planetshine yet, so unaware how the lighting is calculated. But you are correct that Minimum Ambient Lighting only affects the brightness when its below a certain threshold.
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