Thomas changed the topic of #kspmodding to: Welcome to #kspmodding - the channel for discussing, and learning about, modding Kerbal Space Program. Code of Conduct: https://git.io/vSQh6 | Always provide logs (do !support for help). | *** PSA: https://kerbalspaceprogram.com/api/index.html | <Red5> Guy was asked for a log file, he gave this link: http://pastebin.com/wfVarZPf
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<riocrokite> found source of nullref error taniwha it was old version of KER
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<taniwha> riocrokite: nice
<taniwha> Thomas|AWAY: you should see the command-line I give gcc for quakeforge }:>
<taniwha> (probably not quite as bad, but it's pretty strict)
<taniwha> and includes -Werror :P
<riocrokite> do you guys know whether hotrockets mod use stock or custom KSPParticleEmitter component?
<riocrokite> ah I should've ask about smokeScreen and answer is yes
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<riocrokite> ok, have harvester recipe mix based on regolith profile
<riocrokite> total miner efficiency = inverse proportional to regolith hardness
<riocrokite> fine/rocky regolith mining composition = dependent on regolith concentration
<taniwha> sounds like fun
<riocrokite> taniwha: http://i.imgur.com/UmN6fgH.png
<riocrokite> the softer the ground, the higher total yield, however how much regolith sand vs rocks you scoop depends on regolith concentration
<riocrokite> then crushing equipment will convert rocky regolith into ordinary one
<taniwha> and then ordinary can be processed into Metal etc?
<riocrokite> yah
<riocrokite> system is limited though since it assumes all regolith you scoop has some metals in it
<riocrokite> maybe I could introduce additional modifiers to what is mined
<riocrokite> so far if regolith concentration is i.e. beyond 25% you'll scoop rich regolith instead of ordinary one. rich regolith will contain volatiles
<taniwha> seems reasonable
<taniwha> volatiles good for LF/MP/Xe?
<riocrokite> yah and super valuable He3 :P
<taniwha> riocrokite: did you see that I did an EL release last night?
<taniwha> (don't remember)
<riocrokite> 1 kg of He3 = probably 1000 funds?
<riocrokite> sorry no
<taniwha> fixes a critical bug, and a few others, and puts those little plaques on the survey stakes
<riocrokite> nice job
<taniwha> oh, forgot to link the release post in the OP
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<taniwha> fixed
<riocrokite> bbl
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<Virindi> why do many mods have such a slow release schedule? build up fixes and stuff for 6 months in a hidden dev branch before releasing
<Thomas> Maybe the authors want to take time to make things work better
<Thomas> Or things broke completely and need to be redone
<Virindi> scansat has a bug which was fixed in dev in february but still not released, far has NEVER been released for 122...
<Virindi> I have been running both dev versions for awhile, I can't figure out why either are not updated
<riocrokite> or modders are just loosing interest in maintenance, it's a tedious work
<Virindi> but the work seems to already be done
<Virindi> that's what I don't get.
<Virindi> why do the work and get it running pretty well but then not release
<taniwha> RL
<Virindi> if it was broken, I would get it
<Virindi> I don't -WANT- to have to point users to the dev branch of scansat.........
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<xShadowx> in the case of FAR, i think he wanted more testing/feedback to ensure no bugs before official release
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<riocrokite> do you guys know of non-buggy request resource method?
<riocrokite> can't really understand how stock recipe code is doing it
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<Virindi> so, modulemanager/ksp question. I have props in an internal. I want to override properties on that particular instance of a prop, only in that particular internal
<Virindi> is this impossible?
<xShadowx> yep
<xShadowx> er
<xShadowx> you can override whats in the INTERNAL cfg
<xShadowx> if said prop allows :D
<Virindi> right but say the internal says PROP { name=someprop }, but the values I really want to override are in the prop cfg
<xShadowx> uh then not sure :|
<Virindi> so I have an internal: { PROP {name=someprop}} then a prop file: PROP { name=someprop somevalue=1 }
<Virindi> and I want somevalue to be 2 ONLY in that one internal
<Virindi> the alternative is to copypasta the whole prop which seems to defeat the whole purpose of modulemanager
<xShadowx> worst case, +PROP[name] then change name/value, but id try to just change the internal first to set the value, see if sticks
<Virindi> well it should only change for that one instance
<xShadowx> right
<xShadowx> well every instance of that one internal :|
<Virindi> that is inevitable and correct
<Virindi> I mean instance of the prop
<Virindi> inside internal x the prop should always be changed else not
<xShadowx> right, so edit internal, see if sticks, if not, duplicate the prop with MM cfg
<xShadowx> MM can place the values, its a matterif ksp will read em :|
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