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Launch sites (including those provided by mods at some point) should be viewed as critical sections.
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To accommodate more advanced use cases such as machines extend the inventory actor with new functionality.
As a first step, add three different types of inventories that can be associated with a UUID…
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Again, tile pretty much says it all...
other than one of the QoL things off the bat, are fully readble "tooltip" popups... currently they arent large enuff/handle wrapping properly :P
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Hey,
I just wanted to ask if you intend to update your Mod so that it is compatible with the newer versions of KSP (1.9-1.10). I have the problem that almost all of my spacecrafts rely on the parts…
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Thanks to your great discovery that duplicate UUIDs, due to my duplication of KK groups, I've meditated on this for a long time. I would be very grateful if a button or checkbox could be added to stri…
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With Custom Barn Kit installed in an otherwise-stock KSP 1.8.1 with Breaking Ground, the game will, from time to time, lose track of what buildings and/or what functionality is available. Example ste…
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Clicking on "Select LaunchSite" in the options menu of a vessel doesn't do anything.
Output in KSP.log
```
(Filename: Line: -1)
[KCT] Site manager is good.
(Filename: /home/builduser/buil…
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At the moment you need to read the server source, or look at already existing plugins to figure out how to write and install a plugin, this is no good :) We need to write some docs.
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Like in #33 we need to set up automatic OS X builds from Travis to make sure that it builds. We also need to find someone to test the build.
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Hi magico13,
I have to make a sad announcement, but for compatibility with KSP1.4 I will have to rename the LaunchSite Class into KKLaunchSite, becasue KSP now has its own class.
But: You are onl…