crapstar Posted May 10, 2016 Share Posted May 10, 2016 Is the experimental TAC-LS enabled by default? If not, how can I do it? Thanks Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 10, 2016 Author Share Posted May 10, 2016 @crapstar Go in profiles/ directory, rename 'default.cfg' to 'default.cfg-disabled', rename 'TAC.cfg-disabled' to 'TAC.cfg'. Note that it is really experimental, only meant to try things out. Caveat emptor. Link to comment Share on other sites More sharing options...
astroadrian99 Posted May 10, 2016 Share Posted May 10, 2016 (edited) Why did the oxygen mass increase so much suddenly with the update? All of my crafts just became useless because of how the oxygen increased their mass 100x Edited May 10, 2016 by astroadrian99 Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 10, 2016 Author Share Posted May 10, 2016 @astroadrian99 Oxygen mass decreased and oxygen amount increased in version 0.9.9.5. The last version doesn't change that. Could you explain what happened in more details? Link to comment Share on other sites More sharing options...
astroadrian99 Posted May 10, 2016 Share Posted May 10, 2016 3 minutes ago, ShotgunNinja said: @astroadrian99 Oxygen mass decreased and oxygen amount increased in version 0.9.9.5. The last version doesn't change that. Could you explain what happened in more details? Well I updated from 0.9.9.5 to the current version and when I opened the game, my lunar lander went from ~50 ton to ~500 ton. I checked everything and noticed that the oxygen containers are now 250 tons for some reason. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 10, 2016 Author Share Posted May 10, 2016 @astroadrian99 A few questions to help me sort this out: 1) Are you referring to a vessel you create previously and now loaded in the VAB, or one already out there 2) Did you remove the old directory before installing over? 3) Do you have CommunityResourcePack installed? Thanks in advance. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 10, 2016 Author Share Posted May 10, 2016 I'm going to release an hotfix real quick because I see reports of people with broken savegames due to lack of CRP dependency. CKAN metadata hasn't been updated yet, but it will be soon. I'll readd the Food/Oxygen definitions to the default profile temporarely to fix this. Link to comment Share on other sites More sharing options...
astroadrian99 Posted May 10, 2016 Share Posted May 10, 2016 1. One already out there 2. No I did not, I justoverride it. 3. I don't think so, since when did we have to ha that? Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 10, 2016 Author Share Posted May 10, 2016 (edited) @astroadrian99 Please delete the previous directory when updating any mod, not only this one. No wonder your vessel blow up. I'm refactoring everything constantly under the hood. For example in 0.9.9.6 all the old parts were moved in the OldParts directory. If you just override the mod directory, you get duplicated parts. And this is just an example of the myriads of problems you may encounter if you don't delete the previous directory before updating a mod. CRP became a requirement right now in 0.9.9.6. Edited May 10, 2016 by ShotgunNinja Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 10, 2016 Author Share Posted May 10, 2016 New hotfix release, 0.9.9.7: - re-added Food/Oxygen definitions temporarely to the default profile - changed key combination to mute/unmute messages to CTRL+N BIG FAT RED NOTE, YOU SHOULD PROBABLY READ ITKerbalism has been split in two different CKAN packages: Kerbalism and Kerbalism-Default-Profile. Install both to not break savegames. Kerbalism-Default-Profile require CommunityResourcePack. Make sure to install CRP!!! Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted May 11, 2016 Share Posted May 11, 2016 Congratulations on the new update. Universal Storage should be compatible out of the box with the default (CRP) profile, but I'll do some testing and update US as needed. Thanks, can't wait to start a new save with this! Link to comment Share on other sites More sharing options...
Ryanja99 Posted May 11, 2016 Share Posted May 11, 2016 I'm still kind of confused on what I need to do to update Kerbalism. I don't use CKAN so do I just download the most recent build? Also why is CRP now required? Link to comment Share on other sites More sharing options...
The-Doctor Posted May 11, 2016 Share Posted May 11, 2016 @ShotgunNinja thank you so much, can you fix the Origami issue where it turns of connection with Origami, and about the coloured links, I really wish you would hurry with that, I'm ready to do my series KSP Tales of Wanderers, and now my current battle is whether or not I remove or keep remote tech, because your mod doesn't yet offer the lines for the link, I'm really in two minds about it and need it urgently, thanks for responding, and thanks for making the mod I've waited my whole life for. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 11, 2016 Author Share Posted May 11, 2016 @Ryanja99 Just download it from github or Spacedock. That zip include both Kerbalism and the default profile (as before). The split is useful if another mod want to depend on Kerbalism engine (eg: a third party profile). CRP is now required (by the default profile) because it increase compatibility with other mods out of the box and make the lives of both mod authors and users easier. @The-Doctor There is a file named RemoteTech_NAU_Antenna.cfg distributed with Origami. That file, by mistake, use FOR[RemoteTech] instead of NEEDS[RemoteTech]. The author is aware, I think, but in the meanwhile you can correct it yourself (removing the file will also correct that). Link lines will be in next update, ETA: 1 week. @Paul Kingtiger Thanks. Your comment confirm me that moving to CRP was good. Link to comment Share on other sites More sharing options...
Ryanja99 Posted May 11, 2016 Share Posted May 11, 2016 @ShotgunNinja Greatly appreciated! Link to comment Share on other sites More sharing options...
The-Doctor Posted May 11, 2016 Share Posted May 11, 2016 @ShotgunNinja thanks a ton for putting the lines, and yh I knew it had the remote tech conifig and deleted it but thanks anyways, since the next update is next week, I'll be done with exams then, thanks a ton. Link to comment Share on other sites More sharing options...
The-Doctor Posted May 11, 2016 Share Posted May 11, 2016 @ShotgunNinja is there a way to transfer life support etc to a docked vehicle? Also, will this work with routine mission manager, I've never been so hyped for a mod and to start my series in my life. Super excited. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 11, 2016 Author Share Posted May 11, 2016 @The-Doctor Transfer resource as you usual do between vessels. Routine mission manager I don't know a reason why it shoudn't work with this, but I never tested it. If you do test it, let me know of any problems. Link to comment Share on other sites More sharing options...
Kaboose Posted May 11, 2016 Share Posted May 11, 2016 @ShotgunNinja Loving the mod thus far! Quick question though, does having Remote Tech installed disable the antennas from factoring into quality of life. I remembered in the previous versions that having an antenna on the command pod factored into "other factors" in the mission planner for the Quality of Life checklist (where the kerbals presumably could call home) but this no longer seems to be the case for me - or at least since installing a few other mods, I'll comb through my recent mods and see what caused it but I just thought I would double check with you that you didnt remove the antenna improving quality of life feature. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 11, 2016 Author Share Posted May 11, 2016 @Kaboose The link home is still there. If you have RT or AntennaRange, or otherwise have Signal mechanic disabled, then I'm assuming you have a link home. Now that I think of it, maybe the planner is not showing 'phone-home' in the ui when signal is disabled... Link to comment Share on other sites More sharing options...
dboi88 Posted May 11, 2016 Share Posted May 11, 2016 @ShotgunNinja I find I now use your menu exclusively for monitoring my vessels and it'd be great if you could put a jump to ship button on there. Could this be done? Also I've noticed that unknown objects show as ships in the monitor. Could you remove those? Cheers Link to comment Share on other sites More sharing options...
Kaboose Posted May 11, 2016 Share Posted May 11, 2016 2 minutes ago, ShotgunNinja said: @Kaboose The link home is still there. If you have RT or AntennaRange, or otherwise have Signal mechanic disabled, then I'm assuming you have a link home. Now that I think of it, maybe the planner is not showing 'phone-home' in the ui when signal is disabled... That sounds about right. I'll test and see if I can get the UI to detect the antenna without RT Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 11, 2016 Author Share Posted May 11, 2016 (edited) @Kaboose No need I just checked and I forgot... if you disable Signal, or you have RT, it doesn't show in the planner (but it should). Fixed for next version @dboi88 Also unknown objects will be hidden. For switching vessel, I could do it with double-click. I think its useful, however I saw KAC went to great length to implement that so I don't know how feasible that is. Edited May 11, 2016 by ShotgunNinja Link to comment Share on other sites More sharing options...
dboi88 Posted May 11, 2016 Share Posted May 11, 2016 47 minutes ago, ShotgunNinja said: Also unknown objects will be hidden. For switching vessel, I could do it with double-click. I think its useful, however I saw KAC went to great length to implement that so I don't know how feasible that is. Cheers, your continued support is much appreciated. Link to comment Share on other sites More sharing options...
Guest83 Posted May 11, 2016 Share Posted May 11, 2016 13 hours ago, ShotgunNinja said: This is the list of planned features and changes: - a new undisclosed mechanic Is there a rough ETA on this update? I would like to start a new career game but don't want to miss out on the new mechanic. Also I haven't tried the newest version, but with the previous one I noticed a weird behavior with electricity. I slinged a probe way past the orbit of Eeloo and once the solar panels didn't generate enough EC for the probe core, the batteries drained, as expected. But when going into timewarp, it suddenly added a bit of charge back to the batteries. The higher the timewarp speed, the more charge (about 12 EC per battery at max speed) was added and very slowly drained while in timewarp. Link to comment Share on other sites More sharing options...
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