Jump to content

KSP 1.2 parts mods - updates


TiktaalikDreaming

Recommended Posts

I've only had a very brief look so far at the prerelease of 1.2, but I thought it could be handy to have changes that need modder action in one place.

(if this already exists elsewhere, like it did for the 1.1 prerelease, I can't find it)

Obviously modules need recompiling, possibly with edits.

RCS: The main change (for parts) is that the module is now MODULERCSFX, which has the added "runningEffectName =" which refers to effects defined the usual way.  Audio and particle.  Dragon RCS here we come.  The old ModuleRCS still seems to work fine, but with the old visuals and no noise.

I haven't looked at the cfg for wheels, as they seem to work fine without any editing.

The only obvious issue I've found so far is all my engines explode when staged.  I can use a stock decoupler, or a custom one and it doesn't matter, the engines explode as if collided with.  Stock updated engines don't.  Nothing appears to have changed in the configs, so I'll take a peek at the mu files later.  It may simply be a case of recompiling into Unity 5.Whatever.  Or, maybe my engines always should have exploded, but the old KSP never realized.  I just haven't looked into this enough yet to know.

 

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...