Jacke Posted May 20, 2016 Share Posted May 20, 2016 15 hours ago, m4v said: @Enceoshttps://github.com/m4v/RCSBuildAid/issues/32 I think the other solution to this issue, done by a few mods, is to have their config file not end with the ".cfg" tag. Some use the ".dat" tag. Quote Link to comment Share on other sites More sharing options...
AlphaMensae Posted May 20, 2016 Share Posted May 20, 2016 (edited) 55 minutes ago, Jarin said: When I click on "for 1.1 click here" I get sent to a page telling me I don't have permission. Yeah, that link led to the PreRelease forum, which is now gone. Instead, click on the "Download" button, it will take you to the CurseForge site, select the "A" (for Alpha build) version from there. Edited May 20, 2016 by Laguna Quote Link to comment Share on other sites More sharing options...
Alshain Posted May 20, 2016 Share Posted May 20, 2016 1 hour ago, Jacke said: I think the other solution to this issue, done by a few mods, is to have their config file not end with the ".cfg" tag. Some use the ".dat" tag. Squad made the PluginData folder to be ignored by not only other mods but KSP itself. It's best to put local resources in there anyway. Quote Link to comment Share on other sites More sharing options...
Galenmacil Posted May 20, 2016 Share Posted May 20, 2016 1 hour ago, Alshain said: Squad made the PluginData folder to be ignored by not only other mods but KSP itself. It's best to put local resources in there anyway. Dang. I wish more modders would read this! Basically, if you have lots of mod, the module manager cache feature is completely useless: Too many moders put theirs .CFG file into the main mod folder... Quote Link to comment Share on other sites More sharing options...
blowfish Posted May 20, 2016 Share Posted May 20, 2016 2 minutes ago, Galenmacil said: Dang. I wish more modders would read this! Basically, if you have lots of mod, the module manager cache feature is completely useless: Too many moders put theirs .CFG file into the main mod folder... Only way to fix this is to keep checking and alert the mod authors when it happens. ModuleManager tells you what changed on each database load, so it's pretty easy to figure out from looking at the logs. Eventually hopefully we can eliminate most of them, and possibly raise awareness of how things should be done. Quote Link to comment Share on other sites More sharing options...
m4v Posted May 21, 2016 Author Share Posted May 21, 2016 6 hours ago, blowfish said: Only way to fix this is to keep checking and alert the mod authors when it happens. Having it documented somewhere would be better. 9 hours ago, Jarin said: When I click on "for 1.1 click here" I get sent to a page telling me I don't have permission. Fixed, thanks. Quote Link to comment Share on other sites More sharing options...
blowfish Posted May 21, 2016 Share Posted May 21, 2016 53 minutes ago, m4v said: Having it documented somewhere would be better. True, but the lack of documentation in KSP is a larger problem. Quote Link to comment Share on other sites More sharing options...
juvilado Posted May 21, 2016 Share Posted May 21, 2016 It is a very interesting mod, really well done. However, im looking for a mod that not only displays the Delta V (Hurra!) of the RCS thrusters, but also the TTW (if the vessel has enough TTW to leave the surface with just RCS) depending of the celestial body the vessel would be. As far ive seen the mod doesnt have that feature, or has it? Is there any mod you know that could allow me to do so? Kerbal Engineer doesnt work with RCS im afraid... Quote Link to comment Share on other sites More sharing options...
kcs123 Posted May 21, 2016 Share Posted May 21, 2016 I use MechJeb in combination with MechJeb embeded that add MJ module in every probe core/cockpit. That gives same info as KE regarding TWR. Any TWR above 1 for chosen celestial body is capabale to lift off your craft even without atmosphere and wings. It is up to you if you want to use other MJ features or not. For me, information about craft in editor and flight is enough, autopilot didn't work well when it is combined with FAR, so, I rarely use it. Sometimes in space if craft is not balanced, MJ tend to use full throtle and spin off craft instead to execute maneuver node properly, etc. But for info purposes is just fine, like KE. Quote Link to comment Share on other sites More sharing options...
m4v Posted May 21, 2016 Author Share Posted May 21, 2016 (edited) 3 hours ago, juvilado said: As far ive seen the mod doesnt have that feature, or has it? It doesn't, so far I have refrained from putting a TWR reading for RCS because i don't like cluttering the interface with a lot of numbers. But that was when RCS had no contextual menu with a crapload of options. Edited May 21, 2016 by m4v Quote Link to comment Share on other sites More sharing options...
juvilado Posted May 21, 2016 Share Posted May 21, 2016 2 hours ago, m4v said: It doesn't, so far I have refrained from putting a TWR reading for RCS because i don't like cluttering the interface with a lot of numbers. But that was when RCS had no contextual menu with a crapload of options. I think i speak for many ppls that if it is in your hand, TWR info for different bodies (As KE does) for RCS would be really appreciated. You can, as you say, put as an optional display. That being said, just as suggestion, of course. Quote Link to comment Share on other sites More sharing options...
Guest Posted May 22, 2016 Share Posted May 22, 2016 M4v do you have a version that works with 1.1.2 yet ? Thx Quote Link to comment Share on other sites More sharing options...
Fwiffo Posted May 23, 2016 Share Posted May 23, 2016 (edited) 5 hours ago, RevanCorana said: M4v do you have a version that works with 1.1.2 yet ? Thx To tide you over until the official 1.1-compatible release of this mod, I have a custom build which is available here: http://tinyurl.com/RCSBuildAid-0-7-7-14-Fwiffo2. It was made from the latest Alpha (development) code of RCS Build Aid (as of May 22) and is 1.1.2-compatible, plus it includes a fix to prevent hotkeys from responding when you are typing in input boxes such as the part search. It's also available in my personal CKAN repository (CKAN | Settings | CKAN Settings | New | Fwiffos-Dev-Repo | OK), but note if you are upgrading and want to keep your old settings, you should move your settings.cfg from GameData/RCSBuildAid to GameData/RCSBuildAid/Plugins/PluginData (explanation here). Edited May 23, 2016 by Fwiffo Quote Link to comment Share on other sites More sharing options...
KocLobster Posted May 24, 2016 Share Posted May 24, 2016 Does anyone know if @m4v plans on updating this to 1.1.2? This mod is an absolute must have for any ship using RCS thrusters, in my opinion. I love the simplicity of this mod too. Quote Link to comment Share on other sites More sharing options...
VaPaL Posted May 24, 2016 Share Posted May 24, 2016 @KocLobster He said the development is in hiatus. So probably he will update it eventually (I hope). But it's unknown when. the 1.1-pre is working fine for me. What I miss the most is the parachute feature not working with RealChute. Quote Link to comment Share on other sites More sharing options...
m4v Posted May 25, 2016 Author Share Posted May 25, 2016 @KocLobsterI'm still salty over the way Squad handled the 1.1 release, but I'll make a proper update eventually. Meanwhile you can use the pre-release version. 5 hours ago, VaPaL said: What I miss the most is the parachute feature not working with RealChute. How can you miss that If RCSBA never really supported RealChute. Quote Link to comment Share on other sites More sharing options...
VaPaL Posted May 25, 2016 Share Posted May 25, 2016 @m4v I know it never suported. I didn't meant it stop suporting. I meant: I miss this feature because I can't use it. BTW: When you return to work on it, any chance that it will work with RealChute? Quote Link to comment Share on other sites More sharing options...
m4v Posted May 25, 2016 Author Share Posted May 25, 2016 @VaPaLRealChute+StockAero perhaps, although I haven't thought how to do it yet. HOWEVER... RealChute+FAR should be pretty easy to implement, just don't expect that update to come until April 1st. Quote Link to comment Share on other sites More sharing options...
VaPaL Posted May 25, 2016 Share Posted May 25, 2016 (edited) @m4vAwesome! I can wait! Thanks! Edited May 25, 2016 by VaPaL Quote Link to comment Share on other sites More sharing options...
KocLobster Posted May 25, 2016 Share Posted May 25, 2016 15 hours ago, VaPaL said: @m4vAwesome! I can wait! Thanks! I think he was being sarcastic At least about FAR. I think they did a pretty terrible job with 1.1 too. Quote Link to comment Share on other sites More sharing options...
VaPaL Posted May 25, 2016 Share Posted May 25, 2016 (edited) @KocLobster Yeah I know. But not about these 2 things (I think): he may do it for RealChute + StockAero (with what I play) and it will take a while. So "Awesome!" for the first and "I can wait!" for the latter. Edited May 25, 2016 by VaPaL Quote Link to comment Share on other sites More sharing options...
m4v Posted June 5, 2016 Author Share Posted June 5, 2016 (edited) Version 0.7.8 for KSP 1.0.5 * Account toggling rotation/translation axis in RCS. * Account full throttle setting in RCS. * Move settings.cfg file to PluginData. * FIX: NRE spam when closing fairings while using RCSBA. Version 0.8 for KSP 1.1.x * Update for KSP 1.1.x. * Account toggling rotation/translation axis in RCS. * Account full throttle setting in RCS. * Account toggling rotation axis in rocket gimbals. * Move settings.cfg file to PluginData. * Match nomenclature in RCS's settings (starboard instead of right, etc). * FIX: NRE spam when closing fairings while using RCSBA. NOTE: There's no CKAN release because the whole process seems to have changed and I don't feel like studying its documentation again. Edited June 7, 2016 by m4v Quote Link to comment Share on other sites More sharing options...
A Wandering Mage Posted June 5, 2016 Share Posted June 5, 2016 Thank you for the update. I've been keeping tabs hoping you'd be able to work on it and I look forward to using it again! Quote Link to comment Share on other sites More sharing options...
Brigadier Posted June 5, 2016 Share Posted June 5, 2016 20 hours ago, m4v said: NOTE: There's no CKAN release because the whole process seems to have changed and I don't feel like studying its documentation again. Sorry to hear. Quote Link to comment Share on other sites More sharing options...
NJC2 Posted June 6, 2016 Share Posted June 6, 2016 On 6/4/2016 at 7:25 PM, m4v said: NOTE: There's no CKAN release because the whole process seems to have changed and I don't feel like studying its documentation again. It showed up on CKAN, so you either fixed it or didn't need to do anything. Quote Link to comment Share on other sites More sharing options...
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