N70 Posted March 15, 2018 Share Posted March 15, 2018 (edited) NEW THREAD! Edited December 15, 2019 by N70 3.1 Link to comment Share on other sites More sharing options...
Ash Williams Posted March 15, 2018 Share Posted March 15, 2018 Woot Woot ! many Thanks ! Link to comment Share on other sites More sharing options...
Gordon Dry Posted March 15, 2018 Share Posted March 15, 2018 Thank you. Link to comment Share on other sites More sharing options...
N70 Posted March 15, 2018 Author Share Posted March 15, 2018 You're welcome. Getting this to work on 1.4 was rather frustrating due to the combination of a Unity upgrade and shaders. Link to comment Share on other sites More sharing options...
APlayer Posted March 15, 2018 Share Posted March 15, 2018 You, Sir, revived my most favourite mod. This makes you my most favourite developer, or at least very close to that. Thank you. Link to comment Share on other sites More sharing options...
HaullyGames Posted March 15, 2018 Share Posted March 15, 2018 42 minutes ago, N70 said: You're welcome. Getting this to work on 1.4 was rather frustrating due to the combination of a Unity upgrade and shaders. Thank you so much for upgrade shaders! Link to comment Share on other sites More sharing options...
Gordon Dry Posted March 15, 2018 Share Posted March 15, 2018 On a new KSP launch I got this one: [ModuleManager] Error - more than one pass specifier on a node: Kerbalism/Support/ContractConfigurator/@CONTRACT_TYPE[*]:FOR[Kerbalism]:FINAL Link to comment Share on other sites More sharing options...
N70 Posted March 15, 2018 Author Share Posted March 15, 2018 Woops! Will release a new version right now. 10 minutes ago, Gordon Dry said: On a new KSP launch I got this one: [ModuleManager] Error - more than one pass specifier on a node: Kerbalism/Support/ContractConfigurator/@CONTRACT_TYPE[*]:FOR[Kerbalism]:FINAL 1.3.0.1 is out on Spacedock, should fix all those errors Link to comment Share on other sites More sharing options...
Gordon Dry Posted March 15, 2018 Share Posted March 15, 2018 Yes, already launching, no errors so far Link to comment Share on other sites More sharing options...
N70 Posted March 15, 2018 Author Share Posted March 15, 2018 Basically it seems the new MM can't have :FOR on the same line as :BEFORE, :AFTER, :FINAL, etc Report any bugs you find, it worked for me when I hurled poor kerbals into a solar orbit with barely enough power. Link to comment Share on other sites More sharing options...
N70 Posted March 15, 2018 Author Share Posted March 15, 2018 This is on CKAN now Link to comment Share on other sites More sharing options...
Gordon Dry Posted March 15, 2018 Share Posted March 15, 2018 4 Simple questions: The settings only can be changed inside the settings.cfg? Is it okay only to go back to main menu, change the settings and load the save again or do I have to restart KSP? Wouldn't it be better if the settings.cfg is inside a PluginData folder? Will there be a settings UI? Link to comment Share on other sites More sharing options...
HaullyGames Posted March 15, 2018 Share Posted March 15, 2018 Hey man, Why does the new project import KSPAssets.dll? I'm asking because I'll provide a couple of PR for you, then I created a fork to do it. 1 minute ago, Gordon Dry said: 4 Simple questions: The settings only can be changed inside the settings.cfg? Is it okay only to go back to main menu, change the settings and load the save again or do I have to restart KSP? Wouldn't it be better if the settings.cfg is inside a PluginData folder? Will there be a settings UI? I think we can't add these setting on UI, because Kerbalism depend of MM. MM add the Kerbalism modules (Antenna, Habitat, Greenhouse) only on Game Load. This is my guess. Link to comment Share on other sites More sharing options...
Gordon Dry Posted March 15, 2018 Share Posted March 15, 2018 Another one: Because Kerbalism disables the stock Comm Network, how about the functionality of Link to comment Share on other sites More sharing options...
N70 Posted March 16, 2018 Author Share Posted March 16, 2018 42 minutes ago, HaullyGames said: Hey man, Why does the new project import KSPAssets.dll? I'm asking because I'll provide a couple of PR for you, then I created a fork to do it. I think we can't add these setting on UI, because Kerbalism depend of MM. MM add the Kerbalism modules (Antenna, Habitat, Greenhouse) only on Game Load. This is my guess. No reason, I just clicked it just in case 33 minutes ago, Gordon Dry said: Another one: Because Kerbalism disables the stock Comm Network, how about the functionality of You can disable Kerbalism's signal mechanic in the settings and enable commnet. Link to comment Share on other sites More sharing options...
lordcirth Posted March 16, 2018 Share Posted March 16, 2018 33 minutes ago, Gordon Dry said: Another one: Because Kerbalism disables the stock Comm Network, how about the functionality of The Kerbalism planner in the VAB tells you whether you'll be able to reach a given planet. Also Kerbalism's range formula is just the range of the best antenna, as best I remember, so you don't really need a calculator. Link to comment Share on other sites More sharing options...
N70 Posted March 16, 2018 Author Share Posted March 16, 2018 Also feel free to post suggestions as I have no life Link to comment Share on other sites More sharing options...
HaullyGames Posted March 16, 2018 Share Posted March 16, 2018 Just now, N70 said: Also feel free to post suggestions as I have no life I will do it. Link to comment Share on other sites More sharing options...
crapstar Posted March 16, 2018 Share Posted March 16, 2018 (edited) 1 minute ago, N70 said: Also feel free to post suggestions as I have no life Make this mod work with RSS? Edited March 16, 2018 by crapstar Link to comment Share on other sites More sharing options...
N70 Posted March 16, 2018 Author Share Posted March 16, 2018 12 minutes ago, crapstar said: Make this mod work with RSS? Guessing you mean add magnetosphere data for RSS planets? Ok, I'll try 20 minutes ago, crapstar said: Make this mod work with RSS? Wait a second, I think there is already RSS support! I feel stupid Link to comment Share on other sites More sharing options...
HaullyGames Posted March 16, 2018 Share Posted March 16, 2018 7 minutes ago, N70 said: Guessing you mean add magnetosphere data for RSS planets? Ok, I'll try My version has a lot of changes, maybe you don't want to merge. Lib.cs Reorganized. Add #IF DEBUG Lib.GetShader still working as Shotgun version, files.shader was the only necessary change. Background.cs CryoTank has been fixed. SSPX.cfg Added support to Redux. Habitat.cs Inflate module has been fixed. Setting.cfg Add antennamodifier (This should be replace to a global modifier) When the player is using RSS, need more antenna range, also the radiation level is to high. Harvester.cs The animation has been fixed. The animation stop when vessel has no energy. New Feature AdvancedEC Add energy cost to keep Antenna working, Extend\Retract parts ( Ladder, Gears, some Light that are missing, Drill, Some science modules) I need to verify if has more changes. Link to comment Share on other sites More sharing options...
N70 Posted March 16, 2018 Author Share Posted March 16, 2018 20 minutes ago, HaullyGames said: My version has a lot of changes, maybe you don't want to merge. Lib.cs Reorganized. Add #IF DEBUG Lib.GetShader still working as Shotgun version, files.shader was the only necessary change. Background.cs CryoTank has been fixed. SSPX.cfg Added support to Redux. Habitat.cs Inflate module has been fixed. Setting.cfg Add antennamodifier (This should be replace to a global modifier) When the player is using RSS, need more antenna range, also the radiation level is to high. Harvester.cs The animation has been fixed. The animation stop when vessel has no energy. New Feature AdvancedEC Add energy cost to keep Antenna working, Extend\Retract parts ( Ladder, Gears, some Light that are missing, Drill, Some science modules) I need to verify if has more changes. Seems good to me, test it first Link to comment Share on other sites More sharing options...
theJesuit Posted March 16, 2018 Share Posted March 16, 2018 Hoorah! @N70 Thanks for update - I was really concerned that no-one was able (nor willing) to sort those shaders out. And a shoutout to @HaullyGames for your work too! Also, I'm assuming this was just a straight port with no new functionality at release? N70, do you want to add the radiation regenerator config that was discussed in the original thread? Now I can throw myself into 1.4.1 once I have finished my current assignment. Peace. Link to comment Share on other sites More sharing options...
N70 Posted March 16, 2018 Author Share Posted March 16, 2018 10 minutes ago, theJesuit said: Hoorah! @N70 Thanks for update - I was really concerned that no-one was able (nor willing) to sort those shaders out. And a shoutout to @HaullyGames for your work too! Also, I'm assuming this was just a straight port with no new functionality at release? N70, do you want to add the radiation regenerator config that was discussed in the original thread? Now I can throw myself into 1.4.1 once I have finished my current assignment. Peace. I did merge several PRs from shotgun's repo. Gameslinx support, KSPIE background support, more realistic regolith synthesis, etc Link to comment Share on other sites More sharing options...
lajoswinkler Posted March 16, 2018 Share Posted March 16, 2018 2 hours ago, N70 said: Also feel free to post suggestions as I have no life Kerbalism using stock communications system would be nice. There's nothing wrong with that. Link to comment Share on other sites More sharing options...
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