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KSP 1.5 update
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Angel-125 committed Nov 5, 2018
1 parent 5a2dd18 commit e649bcd
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Showing 220 changed files with 1,667 additions and 8,257 deletions.
24 changes: 0 additions & 24 deletions GameData/MMREADME.md

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Expand Up @@ -689,8 +689,7 @@ EXPERIMENT_DEFINITION
//Must implement IWBIExperimentResults
MODULE
{
//This module will flag parts as experimental, allowing you to use them even when their tech tree node remains unresearched.
//This is similar to how research contracts can give you a part to use for the contract before the node it resides in is unlocked.
//This module will unlock a tech tree node upon a successful roll. The node can be random or chosen from a priority list.
name = WBIUnlockTechResult
//Roll a number between 1 and the number below.
Expand All @@ -699,26 +698,12 @@ EXPERIMENT_DEFINITION
//If the die roll meets or exceeeds the target number then one or more parts will be flagged experimental.
targetNumber = 97
//Parts in these nodes will be flagged as experimental before randomly selecting a part to become experimental.
//If blank, then a random part will be flagged as experimental.
//Parts will be flagged in the order in which the nodes below appear.
//Separate nodes by a semicolon
// priorityNodes =
//Specify a list of nodes separated by semicolon in the order in which they should be unlocked.
//Leave this empty to unlock a random tech node.
priorityNodes =
//Indicates whether or not to flag all parts in all the priority nodes upon completion of the experiment.
// unlockAll = true
//Parts will never be flagged experimental if their tech tree node is on the blacklist.
//Separate nodes by a semicolon
//Nodes from this list will never be unlocked.
// blacklistNodes =
//If you specify a mod folder, then only parts that are in the mod will allowed to be flagged experimental
//Separate folders by a semicolon
// modFolders =
//You can blacklist some mod folders to exclude their parts from being flagged experimental.
//Separate folders by a semicolon
// excludeFolders =
}
RESULTS
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5 changes: 5 additions & 0 deletions GameData/WildBlueIndustries/000WildBlueTools/MiniAVC.xml
@@ -0,0 +1,5 @@
<?xml version="1.0" encoding="Windows-1252"?>
<AddonSettings xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<AllowCheck>true</AllowCheck>
<FirstRun>false</FirstRun>
</AddonSettings>
Expand Up @@ -111,19 +111,29 @@
{
ResourceName = ElectricCharge
Ratio = 5
FlowMode = ALL_VESSEL
}

INPUT_RESOURCE
{
ResourceName = ResearchKits
Ratio = 0.00027777
FlowMode = ALL_VESSEL
}

OUTPUT_RESOURCE
{
ResourceName = LabTime
Ratio = 0.00028
DumpExcess = true
FlowMode = ALL_VESSEL
}
}

RESOURCE
{
name = ResearchKits
amount = 120
maxAmount = 120
}
}
Expand Up @@ -45,10 +45,9 @@ PART
carriable = true
equipMode = part
equipSlot = jetpack
equipMeshName = jetpack_base01
equipBoneName = bn_jetpack01
equipPos = (0,-0.2,-0.45)
equipDir = (0,0,0)
equipBoneName = aliasJetpack
equipPos = 0,-0.2,-0.45
equipDir = 0,0,0
runSpeed = 0.8
allowPartAttach = 1
}
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Expand Up @@ -45,10 +45,9 @@ PART
carriable = true
equipMode = part
equipSlot = jetpack
equipMeshName = jetpack_base01
equipBoneName = bn_jetpack01
equipPos = (0,-0.2,-0.45)
equipDir = (0,90,0)
equipBoneName = aliasJetpack
equipPos = 0,-0.2,-0.45
equipDir = 0,90,0
runSpeed = 0.8
allowPartAttach = 1
}
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Expand Up @@ -45,10 +45,9 @@ PART
carriable = true
equipMode = part
equipSlot = jetpack
equipMeshName = jetpack_base01
equipBoneName = bn_jetpack01
equipPos = (0,-0.2,-0.45)
equipDir = (0,90,0)
equipBoneName = aliasJetpack
equipPos = 0,-0.2,-0.45
equipDir = 0,90,0
runSpeed = 0.8
allowPartAttach = 1
}
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Expand Up @@ -45,10 +45,9 @@ PART
carriable = true
equipMode = part
equipSlot = jetpack
equipMeshName = jetpack_base01
equipBoneName = bn_jetpack01
equipPos = (0,-0.2,-0.45)
equipDir = (0,90,0)
equipBoneName = aliasJetpack
equipPos = 0,-0.2,-0.45
equipDir = 0,90,0
runSpeed = 0.8
allowPartAttach = 1
}
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14 changes: 14 additions & 0 deletions GameData/WildBlueIndustries/000WildBlueTools/Readme.txt
Expand Up @@ -6,6 +6,20 @@ A KSP mod that provides common functionality for mods by Wild Blue Industries.

Copy the contents of the mod's GameData directory into your GameData folder.

1.61
- Fixed issues with resetting and rerunning science experiments that still claimed to be completed.
- Fixed issue with science experiments requiring twice as many resources to complete when checkPartResources is set to true.
- The Breakthrough Research experiment will (at long last!) unlock unresearched tech nodes in the event of a breakthrough.
- WBIOmniConverter will stop processing if the vessel's ElectricCharge falls below minimumVesselPercentEC. Default is 5.
- Consolidated the functionality of WBIEnhancedExperiment with WBIModuleScienceExperiment.
- Removed WBIEnhancedExperiment.
- Added new ElectricCharge + Rock = Konkrete OmniConverter to Classic Stock. This is similar to the real-world LavaHive regolith melter.
- Omni converters will automatically shut down if the vessel's Electric Charge falls below 5%.
- Fixed some issues related to the Operations Manager not showing up properly.
- Fixed emitters on the Buckboards producing smoke when they shouldn't.
- Fixed issue where assembling parts with resource costs didn't actually spend the required resources.
- Fixed issue with heavy parts causing physics and collider problems during assembly.

1.60
Last release for KSP 1.4.5!

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