Rogirgg Posted June 6, 2017 Share Posted June 6, 2017 45 minutes ago, Calvin_Maclure said: Quick question, why are none of the K&K items compatible with Tweakscale? Just curious... Corridors are compatible Quote Link to comment Share on other sites More sharing options...
Calvin_Maclure Posted June 6, 2017 Share Posted June 6, 2017 43 minutes ago, DStaal said: Probably mostly because they are designed around the size of a Kerbal, so making them larger or smaller wouldn't make much sense... Well, larger, yes. More space inside. Smaller?? Depends on the parts, imo. Quote Link to comment Share on other sites More sharing options...
DStaal Posted June 6, 2017 Share Posted June 6, 2017 2 minutes ago, Calvin_Maclure said: Well, larger, yes. More space inside. Smaller?? Depends on the parts, imo. Even for larger - because of the design of most of them, as simply scaling it up just leads to empty unusable space - the only logical scaling for most would be to scale length only, and only in set chucks. Which tweakscale can't do as far as I understand - and even if it could, would completely mess up the models. Basically, what you'd be talking about is welding the parts together with itself. Get the welding mod for that. Think about it: If you go down to your local trailer park, and were to double the size of one of the trailers, would the result be a usable living space? (Note I'm not talking about doing any redesigning - just scaling up one individual trailer.) Quote Link to comment Share on other sites More sharing options...
Calvin_Maclure Posted June 6, 2017 Share Posted June 6, 2017 3 minutes ago, DStaal said: Even for larger - because of the design of most of them, as simply scaling it up just leads to empty unusable space - the only logical scaling for most would be to scale length only, and only in set chucks. Which tweakscale can't do as far as I understand - and even if it could, would completely mess up the models. Basically, what you'd be talking about is welding the parts together with itself. Get the welding mod for that. Think about it: If you go down to your local trailer park, and were to double the size of one of the trailers, would the result be a usable living space? (Note I'm not talking about doing any redesigning - just scaling up one individual trailer.) Garage components resizing, for example, would be great. Hab stuff, not so much, and I completely understand the rational. And you're right, Tweakscale does not (unfortunately) give you the choice of which dimension you want to resize. Quote Link to comment Share on other sites More sharing options...
mLeiska Posted June 7, 2017 Share Posted June 7, 2017 My game gets stuck loading: PlanetaryBaseInc/BaseSystem/Parts/Resources/Drill_g/KKAOSS_drill Please help! Quote Link to comment Share on other sites More sharing options...
Nils277 Posted June 7, 2017 Author Share Posted June 7, 2017 16 hours ago, Dr. Jet said: BTW, current tags are awful. Aero, aircraft, capsule... for parts that are neither one of those... I'll abstain from localizing tags for now. Yeah you are right Will have to change them to be more sensible in the future. 16 hours ago, Calvin_Maclure said: Quick question, why are none of the K&K items compatible with Tweakscale? Just curious... I think the reasons were already mentioned. They is a patch for tweakscale as pull requenst on GitHub, but i did not merge it yet because of the crewed parts. 5 hours ago, mLeiska said: My game gets stuck loading: PlanetaryBaseInc/BaseSystem/Parts/Resources/Drill_g/KKAOSS_drill Please help! Are you sure that KPBS and all your other mods are compatible with the exact version of KSP you are using. for KPBS you need version 1.4.4 or 1.4.3 for KSP 1.3 and version 1.4.2 or below for KSP 1.2.2. If this does not help, i need the KSP.log file from your KSP directory (the one located in the same folder as the KSP executable) Quote Link to comment Share on other sites More sharing options...
mLeiska Posted June 7, 2017 Share Posted June 7, 2017 (edited) And a little note here. My current mods are: KIS, KAS, B9, Quantum struts and hyper edit. Edit: I removed Quantum struts and the game runs fine...except i cannot change the parts page after selecting the starting part... Edit Edit: I downgraded my module manager from 2.8.0 to 2.7.5 and everything works like normal now. Edited June 7, 2017 by mLeiska Quote Link to comment Share on other sites More sharing options...
BenDJaminUt Posted June 7, 2017 Share Posted June 7, 2017 20 hours ago, Dr. Jet said: BTW, current tags are awful. Aero, aircraft, capsule... for parts that are neither one of those... I'll abstain from localizing tags for now. Can I help you translating? Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted June 7, 2017 Share Posted June 7, 2017 2 hours ago, BenDJaminUt said: Can I help you translating? Doubt that. I translate as fast as i can type - almost finished non-mod-compatibility parts for now. But you can surely check my translation for bugs and misreadings with official Squad localization afterwards. BTW, found another bug. #LOC_KPBS.garagesize3.sizes = Size 3,MK3 It won't work like that. Firstly, proper syntax is "size3" without a space. Secondly, it is pre-defined stock tag and should not be localized. Ever. Quote Link to comment Share on other sites More sharing options...
BenDJaminUt Posted June 7, 2017 Share Posted June 7, 2017 1 minute ago, Dr. Jet said: Doubt that. I translate as fast as i can type - almost finished non-mod-compatibility parts for now. But you can surely check my translation for bugs and misreadings with official Squad localization afterwards. BTW, found another bug. #LOC_KPBS.garagesize3.sizes = Size 3,MK3 It won't work like that. Firstly, proper syntax is "size3" without a space. Secondly, it is pre-defined stock tag and should not be localized. Ever. Ok then... where i can check it? P.s: why we still talking English? Quote Link to comment Share on other sites More sharing options...
Nils277 Posted June 7, 2017 Author Share Posted June 7, 2017 (edited) 22 minutes ago, Dr. Jet said: [SNIP] BTW, found another bug. #LOC_KPBS.garagesize3.sizes = Size 3,MK3 It won't work like that. Firstly, proper syntax is "size3" without a space. Secondly, it is pre-defined stock tag and should not be localized. Ever. It is actually not a bug and is correct in its context because it is not for the bulkheadProfiles field. It is for the model switch of the Garage Adapter to Size3 or MK3. These texts are only displayed to the user in the right click menu to show between which models the user can switch. They should have the russian names used by KSP for the two profiles. Edited June 7, 2017 by Nils277 Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted June 7, 2017 Share Posted June 7, 2017 (edited) First commit in fork - https://github.com/doktorjet/KerbalPlanetaryBaseSystems/tree/master/Translation All non-mod-compatibility parts are localized. Should I make a pull-request now? Or is it better to wait till I finish the whole translation (likely this weekend)? P.S. "Посадочные ноги" вместо "посадочных опор" - это классика. Причём не только литературная, но и экранизированная. Я на этом настаиваю! Edited June 7, 2017 by Dr. Jet Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted June 7, 2017 Share Posted June 7, 2017 Second commit in fork. KSPedia file localized. That's all for today. Not too much free time with all that IRL work. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted June 8, 2017 Author Share Posted June 8, 2017 (edited) On 7.6.2017 at 7:50 PM, Dr. Jet said: First commit in fork - https://github.com/doktorjet/KerbalPlanetaryBaseSystems/tree/master/Translation All non-mod-compatibility parts are localized. Should I make a pull-request now? Or is it better to wait till I finish the whole translation (likely this weekend)? P.S. "Посадочные ноги" вместо "посадочных опор" - это классика. Причём не только литературная, но и экранизированная. Я на этом настаиваю! I think when all is done is better Edited June 9, 2017 by Nils277 Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted June 10, 2017 Share Posted June 10, 2017 Working beta is finished. Pull request is active. Please, read my (english) comments in ru.cfg file. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted June 10, 2017 Author Share Posted June 10, 2017 1 hour ago, Dr. Jet said: Working beta is finished. Pull request is active. Please, read my (english) comments in ru.cfg file. Thanks, will do! Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted June 15, 2017 Share Posted June 15, 2017 Hey @Nils277, I just sent in PR #37 to fix a naming issue with the SEP wedge. Thank you for your work! Quote Link to comment Share on other sites More sharing options...
Nils277 Posted June 15, 2017 Author Share Posted June 15, 2017 @Krakatoa Thanks! Will be included in the next release. Quote Link to comment Share on other sites More sharing options...
Kerbart Posted June 18, 2017 Share Posted June 18, 2017 I know this came up in the past, and I was pretty certain it was fixed, but despite my KPBS_config.cfg file looking like this: KPBSConfig { showModCategory = False separateFunctionFilter = True } The planetary base parts are not showing up under their own category filter in the parts menu. Am I misunderstanding something fundamentally here, or is it just a bug? Quote Link to comment Share on other sites More sharing options...
Nils277 Posted June 19, 2017 Author Share Posted June 19, 2017 7 hours ago, Kerbart said: I know this came up in the past, and I was pretty certain it was fixed, but despite my KPBS_config.cfg file looking like this: KPBSConfig { showModCategory = False separateFunctionFilter = True } The planetary base parts are not showing up under their own category filter in the parts menu. Am I misunderstanding something fundamentally here, or is it just a bug? Take a look at the settings while in game. The function to turn this on and off was added there. The field in the config is just there for legacy purposes and does not change anything Quote Link to comment Share on other sites More sharing options...
Nils277 Posted June 19, 2017 Author Share Posted June 19, 2017 (edited) Update to 1.4.5 Changelog Quote Enhancements: The KSPEdia entries are now locaized automatically Localization: Added localization for russian . Thanks to @Dr. Jet Bug Fixes: Fixed some typos and inacurracies in the english texts Download Special thanks to @Dr. Jet for not only translating into russian, but also for pointing out errors and inaccuracies in the english version! Important: Before installing this update, remove the old version of this mod from the GameData folder. Otherwise you might have multiple KSPedia entries for this mod. Edited June 19, 2017 by Nils277 Quote Link to comment Share on other sites More sharing options...
Kerbart Posted June 19, 2017 Share Posted June 19, 2017 9 hours ago, Nils277 said: Take a look at the settings while in game. The function to turn this on and off was added there. The field in the config is just there for legacy purposes and does not change anything Hahaha, that sounds like me doing it totally wrong. I will check it out. Thank you for your patience and politeness, and of course for the wonderful work in providing my Kerbals with some sleeping comfort away from home! Quote Link to comment Share on other sites More sharing options...
Acea Posted June 20, 2017 Share Posted June 20, 2017 Added Chinese translations to Github branch, waiting for approval. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted June 20, 2017 Author Share Posted June 20, 2017 5 hours ago, Acea said: Added Chinese translations to Github branch, waiting for approval. Very cool, thanks! One maybe stupid question. When I add the texts to the KSPedia pages, are there rules where I can or can't make line breaks in the texts? Quote Link to comment Share on other sites More sharing options...
Acea Posted June 20, 2017 Share Posted June 20, 2017 Just now, Nils277 said: Very cool, thanks! One maybe stupid question. When I add the texts to the KSPedia pages, are there rules where I can or can't make line breaks in the texts? AFAIK it's up to your actual display results, a line break should be okay anywhere. Quote Link to comment Share on other sites More sharing options...
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