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
<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
<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 :|