LatiMacciato Posted November 10, 2018 Share Posted November 10, 2018 (edited) 15 minutes ago, Nils277 said: What do you want to use the water for? I know the question went to @Cannon but I know a billion uses for water! Fuel, plants .. currently I convert water to liquid hydrogen (I guess it was NFE that bring the parts and functionality) to use it as fuel for my crafts, at least one mainstream fuel alternative. I use snacks as main food resource Edited November 10, 2018 by LatiMacciato Quote Link to comment Share on other sites More sharing options...
Cannon Posted November 10, 2018 Share Posted November 10, 2018 Thanks! What I meant is will kerbals need food and water without LS mod, I suppose not then. Quote Link to comment Share on other sites More sharing options...
Rafael acevedo Posted November 10, 2018 Share Posted November 10, 2018 (edited) On 11/7/2018 at 5:49 PM, Vas said: Heya, I noticed that your modules don't quite match up in length with each other which makes building a base thats connected together in cube form and such impossible. I used docking ports to make the base fully connected even in a way to try and fill some gaps but it doesn't always work. Is there anything you can do about this? I'll show some examples below. The above shows that your 4 way stops won't meet up with the habitats because the central node is a different size and offsets them a little. The above, I managed to actually fix with docking ports, kinda... Buuuttttt... You can see here that the docking ports were a perfect fit, but very slightly off set. Now this is just something I don't understand at all... Its literally the same exact structure. I placed it, it worked, I deleted it, and placed it again in the same spot, and it changed to something else. I tried 10 more times, same issue, I tried placing elsewhere, same flat ass thing. Nothing I did could get the original back and I couldn't figure out why. I wish KSP used a different system, not some tree ship method that has one parent per item instead of forcing me to use docking ports or struts to connect a base together in a specific shape. Nils Thanks for your hard work.. I know you been working on this. Vas Here is how I have been able to build a square shaped base Corner part created with two ports at 90 degrees and the last at 135 from both 90 degree ports Completed corner with one docking port and 2 kpbs expandable tunnels Completed Base OBTW the excellent lander at left corner was my interpretation of Space 1999 eagle transporter built with Nils Excellent Feline utility rover parts Completed base close up, used Konstruction docking ports to join t section toghether Edited November 10, 2018 by Rafael acevedo Quote Link to comment Share on other sites More sharing options...
Vas Posted November 12, 2018 Share Posted November 12, 2018 On 11/10/2018 at 3:48 AM, Nils277 said: The different sizes were a mistake when designing the parts. I'm currently working on an overhaul of the parts that make them have sizes that allow for better structures (aside from the tree structure thing of course) This will however take a looong time till i have that done...currently i'm not even able to update for 1.5.1. The last image is the exact same structure but highly rotated. The windows on the right image are not showing to the top instead of the left. What about the strange module there at the end that is the same exact module but each time I place it, it has a 90% chance of not matching the port at all and being squashed into a flatter longer version of its self? Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted November 12, 2018 Share Posted November 12, 2018 4 minutes ago, Vas said: What about the strange module there at the end that is the same exact module but each time I place it, it has a 90% chance of not matching the port at all and being squashed into a flatter longer version of its self? It's not changing shape. You just need to rotate the part. In one picture you're attached to the back the other your attached to the bottom. Quote Link to comment Share on other sites More sharing options...
Vas Posted November 12, 2018 Share Posted November 12, 2018 Just now, Tonka Crash said: It's not changing shape. You just need to rotate the part. In one picture you're attached to the back the other your attached to the bottom. I rotated the hell out of it. Look at he two, you can see it being squashed in the second image. There's no way rotating it will unsquash it. Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted November 12, 2018 Share Posted November 12, 2018 1 minute ago, Vas said: I rotated the hell out of it. Look at he two, you can see it being squashed in the second image. There's no way rotating it will unsquash it. I am looking at your photos and in the misaligned one I see that the windows (front) are pointed up and you have it attached at the bottom node of the part with the access hatch hidden from view. Looking at the photo, flip it counterclockwise 90 so the windows are pointed to the left and roll it 180 degrees, so the door is on the visible side and it lines up. I've used that part many, many times and it doesn't change shape. Quote Link to comment Share on other sites More sharing options...
Rafael acevedo Posted November 12, 2018 Share Posted November 12, 2018 Vas Tonka is correct, try pressing "alt" at the same time you rotate the. This should align the main nodes on the part Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted November 13, 2018 Share Posted November 13, 2018 latest MM release brings up some errors: Spoiler // [ERR 14:58:15.400] [ModuleManager] Cannot parse node name as tag list: encountered opening bracket in primary trailer // on: PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_CO2_big/@PART[KKAOSS_LS_container_co2_big]FOR[PlanetarySurfaceStructures]:NEEDS[TacLifeSupport] // [ERR 14:58:15.400] [ModuleManager] Cannot parse node name as tag list: encountered opening bracket in primary trailer // on: PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_CO2_big/@PART[KKAOSS_LS_container_co2_big]FOR[PlanetarySurfaceStructures]:NEEDS[IoncrossCrewSupport] // [ERR 14:58:15.400] [ModuleManager] Cannot parse node name as tag list: encountered opening bracket in primary trailer // on: PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_CO2_big/@PART[KKAOSS_LS_container_co2_big]FOR[PlanetarySurfaceStructures]:NEEDS[LifeSupport] I think this can be solved by adding a ":" (double-dot/colon) before FOR (e.g. making it :FOR) in PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_CO2_big fixed config Spoiler PART:NEEDS[TacLifeSupport|IoncrossCrewSupport|LifeSupport|Kerbalism] { // Kerbal Space Program - Part Config // A container to store a huge amount of CO2 MODEL { model = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_CO2_big } // --- general parameters --- name = KKAOSS_LS_container_co2_big module = Part author = Nils277 // --- asset parameters --- scale = 1 rescaleFactor = 1 CoMOffset = -0.45, -0.45, 0.0 // --- node definitions --- node_stack_top = 0, 0, 0, 1, 0, 0, 1 // --- editor parameters --- TechRequired = advExploration entryCost = 9000 cost = 800 category = none subcategory = 0 title = #LOC_KPBS.co2containerbig.title manufacturer = #LOC_KPBS.agency description = #LOC_KPBS.co2containerbig.description // --- attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision --- attachRules = 1,0,1,0,0 tags = #LOC_KPBS.co2containerbig.tags // --- standard part parameters --- mass = 0.16 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 // = 3000 } //------------------COMMUNITY TECHTREE------------------------- @PART[KKAOSS_LS_container_co2_big]:FOR[PlanetarySurfaceStructures]:NEEDS[CommunityTechTree] { @TechRequired = logistics } //------------------TAC LIFE SUPPORT CONFIG-------------------- @PART[KKAOSS_LS_container_co2_big]:FOR[PlanetarySurfaceStructures]:NEEDS[TacLifeSupport] { @cost = 2000 RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 127883.136852896 } } //------------------IONCROSS CREW SUPPORT CONFIG-------------------- @PART[KKAOSS_LS_container_co2_big]:FOR[PlanetarySurfaceStructures]:NEEDS[IoncrossCrewSupport] { @cost = 2200 RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 64000 } } //------------------ECLSS CONFIG-------------------- @PART[KKAOSS_LS_container_co2_big]:FOR[PlanetarySurfaceStructures]:NEEDS[LifeSupport] { @cost = 4000 RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 2600 } } Quote Link to comment Share on other sites More sharing options...
Starwaster Posted November 13, 2018 Share Posted November 13, 2018 38 minutes ago, LatiMacciato said: latest MM release brings up some errors: Hide contents // [ERR 14:58:15.400] [ModuleManager] Cannot parse node name as tag list: encountered opening bracket in primary trailer // on: PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_CO2_big/@PART[KKAOSS_LS_container_co2_big]FOR[PlanetarySurfaceStructures]:NEEDS[TacLifeSupport] // [ERR 14:58:15.400] [ModuleManager] Cannot parse node name as tag list: encountered opening bracket in primary trailer // on: PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_CO2_big/@PART[KKAOSS_LS_container_co2_big]FOR[PlanetarySurfaceStructures]:NEEDS[IoncrossCrewSupport] // [ERR 14:58:15.400] [ModuleManager] Cannot parse node name as tag list: encountered opening bracket in primary trailer // on: PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_CO2_big/@PART[KKAOSS_LS_container_co2_big]FOR[PlanetarySurfaceStructures]:NEEDS[LifeSupport] I think this can be solved by adding a ":" (double-dot/colon) before FOR (e.g. making it :FOR) in PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_CO2_big fixed config Hide contents PART:NEEDS[TacLifeSupport|IoncrossCrewSupport|LifeSupport|Kerbalism] { // Kerbal Space Program - Part Config // A container to store a huge amount of CO2 MODEL { model = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_CO2_big } // --- general parameters --- name = KKAOSS_LS_container_co2_big module = Part author = Nils277 // --- asset parameters --- scale = 1 rescaleFactor = 1 CoMOffset = -0.45, -0.45, 0.0 // --- node definitions --- node_stack_top = 0, 0, 0, 1, 0, 0, 1 // --- editor parameters --- TechRequired = advExploration entryCost = 9000 cost = 800 category = none subcategory = 0 title = #LOC_KPBS.co2containerbig.title manufacturer = #LOC_KPBS.agency description = #LOC_KPBS.co2containerbig.description // --- attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision --- attachRules = 1,0,1,0,0 tags = #LOC_KPBS.co2containerbig.tags // --- standard part parameters --- mass = 0.16 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 // = 3000 } //------------------COMMUNITY TECHTREE------------------------- @PART[KKAOSS_LS_container_co2_big]:FOR[PlanetarySurfaceStructures]:NEEDS[CommunityTechTree] { @TechRequired = logistics } //------------------TAC LIFE SUPPORT CONFIG-------------------- @PART[KKAOSS_LS_container_co2_big]:FOR[PlanetarySurfaceStructures]:NEEDS[TacLifeSupport] { @cost = 2000 RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 127883.136852896 } } //------------------IONCROSS CREW SUPPORT CONFIG-------------------- @PART[KKAOSS_LS_container_co2_big]:FOR[PlanetarySurfaceStructures]:NEEDS[IoncrossCrewSupport] { @cost = 2200 RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 64000 } } //------------------ECLSS CONFIG-------------------- @PART[KKAOSS_LS_container_co2_big]:FOR[PlanetarySurfaceStructures]:NEEDS[LifeSupport] { @cost = 4000 RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 2600 } } That's always been the syntax. Sounds like either MM is enforcing things it let slide before, or more likely that it is throwing errors on things that were failing silently before. Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted November 13, 2018 Share Posted November 13, 2018 1 minute ago, Starwaster said: That's always been the syntax. Sounds like either MM is enforcing things it let slide before, or more likely that it is throwing errors on things that were failing silently before. strange, I noticed the wiki it should be :FOR[*] :NEEDS[*] and not FOR:[*] NEEDS:[*]. Maybe MM is beeing more explicit now. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted November 13, 2018 Share Posted November 13, 2018 On 11/12/2018 at 10:09 AM, Vas said: I rotated the hell out of it. Look at he two, you can see it being squashed in the second image. There's no way rotating it will unsquash it. Please PLEASE tell me that you are not talking about this: Can you really not see what is happening there? No, it is NOT squashed. Yes, it IS rotated. The part that is the front in the first image is now on the top due to rotation. The port and starboard sides (with hatch and flag) have changed sides for the same reason. 4 minutes ago, LatiMacciato said: FOR:[*] NEEDS:[*] No, that should never have worked, if it ever did. Quote Link to comment Share on other sites More sharing options...
DStaal Posted November 13, 2018 Share Posted November 13, 2018 10 minutes ago, LatiMacciato said: strange, I noticed the wiki it should be :FOR[*] :NEEDS[*] and not FOR:[*] NEEDS:[*]. Maybe MM is beeing more explicit now. Yes, it's explicitly telling you that :FOR[*]:NEEDS[*] contradicts itself. (Both specify - among other things - which order the patch should be applied in. If it has both, you're telling MM to apply the patch in two different places in the loading cycle. Personally I think this is a weakness in the MM syntax, as both of those have other meanings as well, so they've overloaded the syntax, but that's a separate discussion.) Quote Link to comment Share on other sites More sharing options...
Starwaster Posted November 13, 2018 Share Posted November 13, 2018 (edited) 31 minutes ago, DStaal said: Yes, it's explicitly telling you that :FOR[*]:NEEDS[*] contradicts itself. (Both specify - among other things - which order the patch should be applied in. If it has both, you're telling MM to apply the patch in two different places in the loading cycle. Personally I think this is a weakness in the MM syntax, as both of those have other meanings as well, so they've overloaded the syntax, but that's a separate discussion.) No. NEEDS is only a conditional and does not specify a phase in which to apply the patch. FOR is not a conditional at all and it specifies a phase in which to apply the patch. Additionally, FOR will satisfy any NEEDS by the same name. So, it doesn't contradict itself but if the NEEDS and FOR are the same then the condition will be satisfied. (i.e., :NEEDS[DeadlyReentry]:FOR[DeadlyReentry] would cause the patch to be applied even if DeadlyReentry is not installed, which is also why FOR[DeadlyReentry] should never be used by any mod other than DeadlyReentry - to use an example) Edited November 13, 2018 by Starwaster Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted November 13, 2018 Share Posted November 13, 2018 (edited) 20 minutes ago, Starwaster said: NEEDS[DeadlyReentry]:FOR[DeadlyReentry] would cause the patch to be applied even if DeadlyReentry is not installed quote from Module Manager Handbook: Quote :NEEDS[<modname>] Patch is applied only if given mod is installed. quote from Module Manager Syntax: Quote A FOR[Blah] defined would allow NEEDS[Blah] my suggestions :NEEDS might just be enough to fill the needing dependency Example of my recycler config for KBPS: Spoiler @PART[KKAOSS_ISRU_g]:FOR[Snacks]:NEEDS[Snacks&PlanetaryBaseInc] { MODULE { name = SoilRecycler ConverterName = Soil Recycler StartActionName = Start Soil Recycler StopActionName = Stop Soil Recycler AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true UseSpecializationBonus = true SpecialistEfficiencyFactor = 0.1 ExperienceEffect = ScienceSkill EfficiencyBonus = 1.0 RecyclerCapacity = 4 INPUT_RESOURCE { ResourceName = Soil Ratio = 0.000034723 FlowMode = ALL_VESSEL } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 12 } OUTPUT_RESOURCE { ResourceName = Snacks Ratio = 0.000034723 DumpExcess = false FlowMode = ALL_VESSEL } } } @PART[KKAOSS_Greenhouse_g]:FOR[Snacks]:NEEDS[Snacks&PlanetaryBaseInc] { MODULE { name = SoilRecycler ConverterName = Soil Recycler StartActionName = Start Soil Recycler StopActionName = Stop Soil Recycler AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true UseSpecializationBonus = true SpecialistEfficiencyFactor = 0.1 ExperienceEffect = ScienceSkill EfficiencyBonus = 1.0 RecyclerCapacity = 2 INPUT_RESOURCE { ResourceName = Soil Ratio = 0.0016 FlowMode = ALL_VESSEL } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 25 } OUTPUT_RESOURCE { ResourceName = Snacks Ratio = 0.0016 DumpExcess = false FlowMode = ALL_VESSEL } } RESOURCE { name = Soil amount = 0 maxAmount = 100 } } @PART[KKAOSS_LS_container_greenhouse]:FOR[Snacks]:NEEDS[Snacks&PlanetaryBaseInc] { //This is calibrated for 4 kerbals at 100% efficiency //when they consume 1 snack per meal and 1 meal per day. For your custom recycler, //Take into account the number of kerbals it should support along with the meals and snacks. //In game, the player can adjust the efficiency of the recycler from 10% to 100%. MODULE { name = SoilRecycler ConverterName = Soil Recycler StartActionName = Start Soil Recycler StopActionName = Stop Soil Recycler AutoShutdown = true GeneratesHeat = false UseSpecialistBonus = true UseSpecializationBonus = true SpecialistEfficiencyFactor = 0.1 ExperienceEffect = ScienceSkill EfficiencyBonus = 1.0 RecyclerCapacity = 1 INPUT_RESOURCE { ResourceName = Soil Ratio = 0.0002 FlowMode = ALL_VESSEL } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 10 } OUTPUT_RESOURCE { ResourceName = Snacks Ratio = 0.0002 DumpExcess = false FlowMode = ALL_VESSEL } } } @PART[KKAOSS_ISRU_g]:FOR[Snacks]:NEEDS[Snacks&PlanetaryBaseInc] :FOR should be recognised before :NEEDS so I wrote it that way, and this way it applies the patch correctly The NEEDS should include the FOR if this is a multiple crossover modification. In the error-related patch file there are just wrong setted double-dots, thatfor MM shouts errors. Edited November 13, 2018 by LatiMacciato Quote Link to comment Share on other sites More sharing options...
Starwaster Posted November 13, 2018 Share Posted November 13, 2018 @LatiMacciato Not sure what you're trying to get across with the MM documentation quotes other than it is a reiteration of exactly what I already just said. No, the behavior of MM should not be what you describe; instead of using FOR (since you are writing for a separate mod that is NOT Snacks) you should be using either BEFORE or AFTER. Using FOR the way you specify can cause unwanted behavior for even more mods that might be performing conditional checks for Snacks mod. Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted November 13, 2018 Share Posted November 13, 2018 2 minutes ago, Starwaster said: @LatiMacciato Not sure what you're trying to get across with the MM documentation quotes other than it is a reiteration of exactly what I already just said. No, the behavior of MM should not be what you describe; instead of using FOR (since you are writing for a separate mod that is NOT Snacks) you should be using either BEFORE or AFTER. Using FOR the way you specify can cause unwanted behavior for even more mods that might be performing conditional checks for Snacks mod. first of all, I have a hard time reading things in specific english words, my first lang is german, so please excuse my unwanted misunderstandings. I just wanted to describe that if you use AFTER is a sort of safer solution but using FOR does the same after the dependancy is loaded directly after and can cause issues with other mods that also follow the loading tree, but NEEDS might just set things in priority. If NEEDS is unsatisfied then FOR just doen't apply, as far my experiments with config files. unsure if there is an issue when using FOR and NEEDS and patches applying anyways. I also just tried to report things, glad we can discuss about this Quote Link to comment Share on other sites More sharing options...
DStaal Posted November 13, 2018 Share Posted November 13, 2018 1 hour ago, LatiMacciato said: @PART[KKAOSS_ISRU_g]:FOR[Snacks]:NEEDS[Snacks&PlanetaryBaseInc] :FOR should be recognised before :NEEDS so I wrote it that way, and this way it applies the patch correctly The NEEDS should include the FOR if this is a multiple crossover modification. In the error-related patch file there are just wrong setted double-dots, thatfor MM shouts errors. *Never* use :FOR[] unless you're the author of the mod you're specifying. That’s sure to cause issues. (I'll admit I may be off on the :NEEDS order/timing issue - it was one I was thinking didn't make sense and I may have been conflating it with the a different recent MM error-reveal change.) Quote Link to comment Share on other sites More sharing options...
Starwaster Posted November 13, 2018 Share Posted November 13, 2018 (edited) 53 minutes ago, LatiMacciato said: If NEEDS is unsatisfied then FOR just doen't apply, as far my experiments with config files. unsure if there is an issue when using FOR and NEEDS and patches applying anyways. That statement is not true. I don't know how you conducted your experiment but the presence of FOR[some-mod-name] ANYWHERE in ANY config file will automatically satisfy any NEEDS[some-mod-name] no matter if they are in separate config files, separate folders or even running in different phases. THIS IS BY DESIGN At the time that Module Manager begins applying patches, all phase ordering AND conditionals have already been determined and exist concurrently. Consider the following: @PART[*]:NEEDS[TestForFORDependencySatisfaction] { FOR.Met.Conditions = true } @PART[*]:NEEDS[DummyNEED]:FOR[TestForFORDependencySatisfaction] { // Don't do anything } Go ahead and save that as a config file and run KSP. Let it finish loading and then check your ModuleManager.ConfigCache file and you will find the line FOR.Met.Conditions = true in every single PART node. Note that the two patches occur in separate phases. The first one doesn't have a phase specified so it is applied during the LEGACY phase, which occurs just after FIRST. The second patch doesn't even perform any work, its sole purpose here was to satisfy the conditional in the first patch. Edited November 13, 2018 by Starwaster Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted November 13, 2018 Share Posted November 13, 2018 (edited) considering your words @PART[KKAOSS_ISRU_g]:FOR[Snacks]:NEEDS[Snacks&PlanetaryBaseInc] should be @PART[KKAOSS_ISRU_g]:NEEDS[Snacks&PlanetaryBaseInc]:AFTER[Snacks&PlanetaryBaseInc] or @PART[KKAOSS_ISRU_g]:NEEDS[Snacks&PlanetaryBaseInc] I just added the FOR part to make sure what mod it should apply to especially. I should test and apply this asap. (I did things by testing and reading about other configs/MM-github-wiki) I might reserve the FOR part for seriously own mods, not other modifications. Thanks for pointing out. Edited November 13, 2018 by LatiMacciato Quote Link to comment Share on other sites More sharing options...
Starwaster Posted November 13, 2018 Share Posted November 13, 2018 50 minutes ago, LatiMacciato said: I just added the FOR part to make sure what mod it should apply to especially. Yeah, FOR doesn't work that way; it just specifies what phase (or pass) to run in and satisfies conditions. As far as order goes you could take it to mean 'during' (BEFORE, during, AFTER) Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted November 13, 2018 Share Posted November 13, 2018 (edited) 1 hour ago, Starwaster said: Yeah, FOR doesn't work that way; it just specifies what phase (or pass) to run in and satisfies conditions. As far as order goes you could take it to mean 'during' (BEFORE, during, AFTER) your right, my mistake, every day is a learning day Regardless the correct syntax should be :FOR and not FOR: according to the wiki so my report seems legit especially after i edited my files and MM did not threw errors anymore. EDIT: I also updated my snacks-recyclers Repository with correcting the :FOR issue, thanks for letting me know about this cruel thing @DStaal & @Starwaster Edited November 13, 2018 by LatiMacciato Quote Link to comment Share on other sites More sharing options...
jojo5144 Posted November 14, 2018 Share Posted November 14, 2018 Hello . is the update for 1.5.1 planned? thank you so much Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted November 14, 2018 Share Posted November 14, 2018 1 hour ago, jojo5144 said: Hello . is the update for 1.5.1 planned? thank you so much I assume this is beeing posted already. If not I am playing with the 1.4.x (latest) release perfectly fine on 1.5.1 .. a recompile just cannot harm tho. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted November 15, 2018 Author Share Posted November 15, 2018 (edited) Update to 1.6.6 Changelog: Quote General: Recompile for KSP 1.5.1 Updated CCK to version 4.0.0.0 Updated CRP to version 1.0.0.0 Mod Support: Updated support for Kerbalism (thanks to IrisBlanche) Updated support for KAS 1.0 Bug Fixes: Fixes and clean up of chinese translations (thanks to EthanWang706) Fix of a tag for the planetary module (thanks to madman2003) Fixed missing colons in some MM patches (thanks to MaximeBrean) Download: Guide for the new KAS Flexible corridor: To be compatible with @IgorZs update to KAS 1.0 the flexible corridor now consists of two separate parts. The active part is called "K&K Flexible Corridor" it can now be connected by a Kerbal to any "K&K Docking-Port" or "K&K Corridor Docking-Port". It is not possible anymore to connect two "K&K Flexible Corridor" parts with each other like it used to be before. Edited November 15, 2018 by Nils277 Quote Link to comment Share on other sites More sharing options...
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