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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Well, that's the answer, for now. Can you provide specific details as to what is and is not being taken into account? No promises, but I may get some time to work on it
  2. Best solution is to provide a fix, thank you. Re. the log file, I always ask for log files, among other things it contains mods and what changes were done via ContractConfigurator. I'm very happy you found the problem, I'll review and fix in the mod, will also be providing credit to you for this
  3. I would need to see your complete log file, snippits don't help without a full log.
  4. I don't quite remember, but you can check: <GAMEDIR>/logs
  5. Thanks. I'm a little unavailable right now, but should be able to look at in in about 2 weeks
  6. I see it, not sure why it didn't work. I'll get it fixed in the next day or so
  7. I'll take a look at it in the next day or so No promises, though
  8. You probably did mess something up. Did you install by hand or with CKAN? I'm going to guess it was by hand You can try deleting all the mods, make sure that there isn't anything in the Gsmedata other than the Squad folders, ans then I stall usimgCKAN.
  9. New release, 0.4.9.1 Added code to avoid errors when RPM is not installed
  10. New release, 0.4.9 Added bottom node to decoupler: shrekt Fixed position of nodes in decoupler: shrekt Fixed crash caused by missing module when using RasterPropMonitor
  11. I don't think there is a solution.This may have to do with the parts, and those aren't being worked on anymore
  12. I'll take care of it New release, 1.9.1.10 Removed unnecessary debug lines which were spamming the log Updated README.md
  13. Ok, I made a quick test. I added a T30 Reliant, a T45 Swival and a Skipper. According to the initial post, the T30 and T45 do not work, the Skipper does. I attached two pictures here, the first is just the Stock engines, the second with Stock Waterfall installed. Based on this, I don't see any problem. You need to be more specific. Try reproducing what I did here and see what happens. Also, delete the files: ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager. Physics ModuleManager.TechTree I've never seen any issue, but I have heard of people who solved their problems with this
  14. I don't quite follow. Waterfall Core works, but adding Stock Waterfall Effects doesnt? Also, @Jeb x Valentina it would be nice if you uploaded the craft file for that, would save us time trying to replicate what you are seeing
  15. Yup. There is _some_ randomness in the stock contracts, but they are fairly limited, that's why CC was written.
  16. Ok, let's start off with the beginning. Some of what you described is a KSP bug, some may not be. I need a log file:
  17. I just did some testing. It only seems to use EC when the GUI is open, so if you close the GUI, it should stop. Can yoy check that please? Admittedly I only tested with one of the processors, but it should apply to all. If you still have an issue, please specify all the details about the vessel: Camera Installed Processors Anything else which might be using EC A log file, parts list and the vessel itself would be helpfil if you could
  18. Keep in mind that the procedurally generated contacts are not a part of KSP1, that was a mod called Contract Configurator. Thank you for your support
  19. New release, 3.7.3.3 Thanks to github user @zhangyuesai for these fixes: StationCoreCombined.cfg, ReplaceFaultyModule.cfg and BaseCreate.cfg all have power module validation. But the titles are slightly different among contracts, and even in the same contracts. This PR makes them consistent. In BaseCreate.cfg, hideChildren is changed to false to show power module requirement explicitly, making it consistent with the other two contracts. Adds KopernicusSolarPanel validation to ReplaceFaultyModule.cfg and BaseCreate.cfg, so the two contracts are available when Kopernicus is installed. Fixes some typos.
  20. New release, 2.0.3.1 Fixes issue where staging fails to function correctly if a player deploys a vessel and exits the game before actually loading into that vessel
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