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wreckreation

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Everything posted by wreckreation

  1. Thanks for maintaining this mod! You likely already know this, but on the off chance, FYI, the link in the first post: Docs are in the Filter Extensions Wiki leads to https://github.com/linuxgurugamer/FilterExtension/wiki which is empty. Perhaps you meant to link to https://github.com/Crzyrndm/FilterExtension/wiki, which has the wiki in question? Or copy the wiki from Crzyrndm to your github? Thought you'd like to know. Keep up the good work!
  2. Thanks for the response. I agree it's a minor issue. But I assume most mod authors want to know about even annoying little things like this so, if they do have the time, they can address it if they choose, or have the opportunity to explain why they can't or aren't going to. I know I'd prefer to know something isn't going to get fixed and I have to live with it than wonder about it. But LGG has already solved it in the latest version by using option 4: moving the .version file to where madlad expects to find it.
  3. Thanks for writing this mod! It gives me a little more peace of mind running the many mods that I do. Just FYI, the mod ASET PRC has its .version file in the folder Gamedata/ASET. MADLAD apparently expects to find it in the folder Gamedata/ASET/PRC, and complains with the following stark warning when it's not there: KSP Installation Validation Monitor INSTALLATION ISSUES ASET_PRC has been installed incorrectly and will not function properly. All files should be located in: <KSP install directory>/GameData/ASET/PRC. Do not move any files from inside that folder. Related entries in KSP.log: [LOG 21:27:51.942] [MADLAD]: Found 0 exceptions [LOG 21:27:51.943] [MADLAD]: Parsed Log in 53 ms [ERR 21:27:52.088] InstallValidator: Missing file: ASET_PRC.version [LOG 21:27:52.108] [MADLAD]: Parsed .version files in 164ms ASET PRC in fact functions just fine. Copying the .version file from Gamedata/ASET to Gamedata/ASET/PRC silences the warning. Thought you'd like to know.
  4. Thanks for maintaining this mod (and so many others)! Just FYI, this mod's .version file is in the folder Gamedata/ASET. The mod MADLAD (Mod Assembly Dll Loading Anomaly Detector) apparently expects to find it in the folder Gamedata/ASET/PRC, and complains with the following stark (and entirely unwarranted) warning when it's not there: KSP Installation Validation Monitor INSTALLATION ISSUES ASET_PRC has been installed incorrectly and will not function properly. All files should be located in: <KSP install directory>/GameData/ASET/PRC. Do not move any files from inside that folder. Related entries in KSP.log: [LOG 21:27:51.942] [MADLAD]: Found 0 exceptions [LOG 21:27:51.943] [MADLAD]: Parsed Log in 53 ms [ERR 21:27:52.088] InstallValidator: Missing file: ASET_PRC.version [LOG 21:27:52.108] [MADLAD]: Parsed .version files in 164ms Copying the .version file from Gamedata/ASET to Gamedata/ASET/PRC silences the warning. Thought you'd like to know.
  5. First, awesome mod! Have used it since 1.8. Just wanted to report Foundry wheels behave oddly in 1.12.1. I realize this will probably be fixed when the author updates the mod, but thought the info may prove useful. Specifically, when the weight of the vehicle is high, or spring tension is set high, the wheels bounce and shimmy, even when the vehicle is not moving. Increasing the damping doesn't seem to help that much. The really interesting thing is that reverting to the SPH, even to lower the weight or spring tension, doesn't fix it. Once the wheels are 'broken' in this manner, they stay broken. Only scrapping the 'broken' wheels and replacing them with fresh ones from the parts list will eliminate the erratic movement (assuming you also reduced weight and/or spring tension). In fact, the 'broken' wheels misbehave in the SPH as well; if you remove the wheels and try to reattach them, they either disappear, or 'attach' a good distance away from the attachment point. Again, scrapping them and putting on 'fresh' ones from the parts list cures the problem. I expect this will be fixed in time. Just wanted to give a heads up. EDIT: I've now found similar behavior in stock wheels, specifically the Rovemax XLs. If you place enough weight on them, they spontaneously bounce around as well and won't stop. (I did have to toughen them up with a module manager patch so they could take the weight without popping.) However, they *aren't* 'broken' in the SPH; no need to scrap and replace. If you reduce the weight of the vehicle and re-launch with the same wheels, they behave normally. So they don't seem to be 'broken' the way the Foundry wheels get. Hope this helps. Cheers.
  6. Thanks for the mod! Works in 1.12.1! Mostly. The changes I make don't persist. When I restart the game the buttons I turned off are all back and I have to make the same changes all over again. Guess I can live with that until it's updated for 1.12. Edit: Changes are now persisting. Very odd - I didn't change anything, it just started working for no apparent reason. o_0 Mystified, but happy. Thanks again!
  7. You're awesome, dude! Thanks for the speedy reply, and for all your hard work!
  8. Love this mod; I really depend on it. Thanks for keeping Tweakscale going! Thought you'd want to know: just updated to KSP 1.11 and Tweakscale 2.4.4.0, and am getting lots of 'fatal' errors. Here's my log: https://www.dropbox.com/s/0yb65crm7fiq5bu/KSP?dl=0 Hope this proves useful.
  9. Great mod, love it. Thanks for keeping it going for so long, Just FYI, KSP updated to 1.11, and now Tweakscale (v2.4.4.0) complains about Heat Control parts having duplicated properties: E.G.: etc. Thought you'd like to know.
  10. I just read this. That is some dedication, right there. Thanks for going to all the trouble. I, for one, am grateful.
  11. Great mod! I've got a vtol rescue/recovery craft that is basically unflyable without it. I have a request. In hover mode, when I type in a desired altitude the action groups associated with those number keys also get triggered. For example, '2' toggles the downward engines on/off & '0' opens the cargo bay ramp. So when I type '250' into the altitude widget to set my altitude at 250 meters, it also triggers the action groups to turn off my lift engines and open the cargo ramp. Not good when you're in-flight! So, is this something that can be fixed, or do I just have to live with it?
  12. Bon Voyage might work. I haven't tried it for flying craft myself, yet. Please note: I've had the game crash in the middle of piloting a vtol with TCA, and when I reload, in the second or two before TCA kicks in the aircraft loses altitude, sometimes a few hundred feet. I imagine the same would happen when switching to an aircraft that's been moved by Bon Voyage. So you'd likely want to make sure your aircraft has enough altitude to handle this.
  13. Thanks for continuing this mod! FYI, updating via ckan to v1.2.1 (1.2.2 and 1.3.0 are not available in ckan yet) yields the following error: CKAN.InvalidModuleFileKraken: PersistentThrust 1:1.2.1: C:\Users\...\tmp20B0.tmp has length 68700, should be 68703 [ellipses added] So I'm stuck at 1.2.0 for the time being. I imagine you'll get it all sorted at some point, no rush. Meanwhile, keep up the good work! This mod makes ion engines truly useful. Thanks! EDIT: Nevermind! v1.3.0 just showed up in ckan and installed just fine.
  14. Thank you! for resurrecting this mod, it's one of my favorites. How well does it play with Eva Enhancements? Haven't tried it, but it would seem their key assignments are incompatible.
  15. Thank you! for doing that. The old KSP had a particular aesthetic, which was that the kerbals cobbled together their rockets out of junk they found laying around. And it made KSP a lot funnier. The new look is a bit too slick and professional looking for my taste. I think the 1.4 update kinda misses the point of the old look.
  16. You have sooooo many that you're already maintaining! How do you do it, and still have a life? But you seem willing, so... yes, please! I've come to depend on Haystack; it'd really be a pain to play without it. There are alternatives, buuuut... I keep coming back to Haystack. So if you feel up to it, by all means, please continue it!
  17. Haaahaaahaahahahahahahahaha! My breakfast almost came out my nose when I read this. I know Squad forbid it, but I'd pay money for a mod that did that!
  18. Love this mod! Upgrading from 1.9.4 to 1.9.5 via ckan fails with the following error: CKAN.PathErrorKraken: g:/Steam/SteamApps/common/Kerbal Space Program/GameData/SmartParts/Parts/Fuel-Breakers is already absolute Is this a smart parts issue, or a ckan issue?
  19. Bump. Hope Why485 has found the time to keep working on this.
  20. This is very likely a dumb question, but I searched and didn't find anything. I noticed that Stock Bug Fixes is not listed on the Community Mods and Plugins Library forum page. Is there a reason for this I'm overlooking, or is it just an oversight? Not that it's terribly important, just Inquiring Minds Want to Know.tm Thx!
  21. [quote name='smjjames']How do I make the camera stop rotating like shown in the vid? I preferred it when it didn't do that in earlier versions of Hangar Extender and I find it very annoying.[/QUOTE] It does that in the stock hanger as well; I don't think it's an Extender bug.
  22. The Kerbal Stuff link you supplied leads to an error page that says "Unauthorized The sever could not verify that you authorized to access the URL requested." Could just be a server hiccup, but you might want to check it out. And I can't find it in CKAN. Yes, I refreshed the list. Looking forward to downloading these. They look fantastic![h=1][/h]
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