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[1.0.5] KerbalMass | 1.0 Release


*Aqua*

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  • 4 months later...
  • 5 months later...

Sadly this mod isnt working well in 1.1 spamming log with
 

(Filename:  Line: -1)

TypeLoadException: Could not load type 'ConfigNode' from assembly 'Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
  at KerbalMass.KerbalMassConfigManager..cctor () [0x00000] in <filename unknown>:0
Rethrow as TypeInitializationException: An exception was thrown by the type initializer for KerbalMass.KerbalMassConfigManager
  at KerbalMass.KerbalMassModule.Start () [0x00000] in <filename unknown>:0



Ok it was just 1 dependancy missing, recompiled for 1.13 version if someone needs it http://rgho.st/8Kz6DSYJt

Edited by S1mancoder
Added working version
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  • 2 months later...

I discovered kerbalCrewMass in physics.cfg, apparently it's been there for a little while now but it only affects mass in the flight scene. So unfortunately a mod like this is still required for building, however at least it can do away with its own mass handling and read it from the game now.

And because why not, calling in @linuxgurugamer :P

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9 hours ago, Drew Kerman said:

I discovered kerbalCrewMass in physics.cfg, apparently it's been there for a little while now but it only affects mass in the flight scene. So unfortunately a mod like this is still required for building, however at least it can do away with its own mass handling and read it from the game now.

And because why not, calling in @linuxgurugamer :P

Because, I'm not Superman.  I just adopted Tweakable Everything and VOID, and still have to get everything updated for 1.2.  Actually sound easy enough, why not call in @S1mancoder ?

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  • 7 months later...
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