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JeffreyCor

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Posts posted by JeffreyCor

  1. 47 minutes ago, linuxgurugamer said:

    I need a bit more than that

    The update has caused some kind of conflict with some other mod resulting in KSP not loading at all when installed together. Will take some time to figure out just what it is that is no longer playing nice together.

  2. 7 hours ago, magico13 said:

    Speaking of updates and weird situations, since KSP 1 is at its end I've been toying with the idea of coming back to this and making a more "finalized" version of KCT. Basically finally go in and break out the UI code from the processing code, rewrite some stuff to be more streamlined and less hacky, fix weird things, etc. Potentially a full rewrite from the ground up, though in the past that's been an overly optimistic goal. I haven't started anything with that idea, it's only an idea at the moment, and I honestly have only a vague idea of what's changed over the years since I've been gone so I definitely don't want to step on any toes/disrupt any plans if I did this. I have not fully decided whether this project would be "rebuild KCT as-is" or "make a new KCT with slightly different features, some new some removed".

    I guess consider this post a request for comments/thoughts on this idea.

    I also want to once again thank LGG for all of his excellent work on maintaining and upgrading this over the years. If you need any assistance with the upgrade to 1.12 let me know.

    Sounds great and I'd be totally willing to resume testing like in the good old days if wanted :)

  3. Considering I have been using them for quite some with without B9, it is not 'disinformation'. The only mod I had to even do anything special with CyroEngines for which I had to make takes for not having to switch hydrogen tanks to be dual function. Overall it has amounted to recommended rather than required. Evan an appearance you might consider "shockingly bad " is still vastly preferable.
    It is very likely to have been missed as there are a great many pages, and very understandable, but I have never complained of a problem at all. So no, I am most certainly not "one of those guys."

  4. 5 hours ago, Nertea said:

    This is one of the few cases where you might actually be able to remove it and have things not break horribly. 

    You will absolutely lose functionality if you do.

    I don't know what issue you have with it, it is superior in all measurable ways to any other art switching solution. It's used by practically all my mods, so if you're going to roll that way you might want to find other products to use. 

    Any and all "part switchers" I find in every way not desirable. I have no interest at all in art switching what so ever, and different function should be different parts. As a side note, almost all your other mods work VERY well without B9 :)

  5. 8 hours ago, linuxgurugamer said:

    Hi everyone,

    I've started work on updating this to 1.8.  I am also evaluating a number of changes made by a GitHub user to his forked version, they look good and I just need to fully understand what they are doing before inclusion in to my new version

     

    Linuxgurugamer

    Very happy to hear this will be continued in such skillful and talented hands. :D

  6. Yes, I apologize I didn't make it more clear. On the telescope UI the Galaxies is empty and only pre-photoed bodies show under bodies adding as a new unlisted one is photographed and transmitted.

    From what you described it does sound like this is by design, so likely not an issue but including everything be certain that you have everything you might need in case I misunderstood and there is an issue.

    On a new save, all show in both. I'm including the same at issue and I am also happy to test anything you need.

    Link to persistent.sfs file: https://www.dropbox.com/s/ejl93fz6gkvly2o/persistent.sfs?dl=0

     

  7. I have had the same issue PaulNewson1968 reported but never made the correlation with KRASH, I just thought it was a KSP bug in 1.8.x. When I get time I'll get it to happen and put the log in case that might help track down the issue.

    UPDATE: Had a moment to do a run through to reproduce the problem. Loaded, went into SPH, checked action groups with no problems, did a simulation using KRASH, terminated simulation back to SPH, checked action groups and parts just do a quick flash for actions making them uneditable.

    Log: https://www.dropbox.com/s/j47g9se4f0nekfv/Player.log?dl=0

  8. Does the fix for the missing bodies and galaxies only work with a new save? continued over a save from 1.7.3 into 1.8.1 with the new mod version and still no galaxies and only shows bodies I've taken a picture of before. Wondering if that is a limitation due to the new Unity version.

    UPDATE: I had a chance this morning to try with a new save and on that Bodies and Galaxies all show, yet does not in the save carrying over. In case this is a bug and not a limitation due to the new Unity version here is the log from trying both saves this morning. https://www.dropbox.com/s/27o29i4tpgqmpoy/Player.log?dl=0

  9. 9 hours ago, Azic Minar said:

    From what I understand, MechJeb won't co-exist with 1.8 until it gets updated/recompiled/whateverelseneedsdone. Once @Shadowmage finishes their work, KF will work just fine without my work around. Just give them time. Coding can take a while to find all the bugs, and even then you might not find them all.

    Unfortunately we can't send food and drink through the forum to show support to these awesome people who build these mods

    MechJeb is already updated to 1.8.x...

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