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linuxgurugamer

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Everything posted by linuxgurugamer

  1. New release, 1.4.1.7 Version bump to verify locations @Brigadierplease try this
  2. no, it shouldn't. And I tested with both installed This can be ignored, I will be doing some more work over the weekend. If nothing else, i suppose I could just remove it
  3. No need to do that ZeroMiniAVC has an internal dummy copy of KSP-AVC, I just wanted to be sure there wasn't a bad version somewhere After doing the removal of the KSP-aVC from the cache and reinstalling, did that change anything?
  4. Strange. ‘ Please verify that there isn’t a KSP-AVC.dll in the GameData, also, please reinstall the ZeroMiniAvc you can ignore the message, but I’ll see if I can recreate it sonehow. oh, and see if you can delete it from the CKAN cache dir.
  5. If I get a chance, I will, may take a little while since I only get in my game about 1-2/week
  6. oh, something is off. For now, remove it and reinstall it, I'm not seeing the message on my test system. But it isn't reporting the correct version in the log file, I'll have to fix that I take that back, you do have 1.4.1.6 installed, I was looking at the wrong line Let me know how it goes after the reinstall
  7. That's really strange. According to the log file, you have version 1.4.1 installed, it's up to 1.4.1.6
  8. Well, given how far away that object was, I'd say 600 science wasn't out-of-line
  9. New release, 1.1.2.4 Moved special code for KSP-AVC outside display look to prevent an empty window from showing when the full KSP-AVC is installed
  10. New release, 1.1.2.3 Added special code for KSP-AVC Added suggested DLL to keep Added special code for KatLib.dll, since it gets loaded out-of-order
  11. I've already asked There are also a couple of other nice ones
  12. Actually, Craft Manager is using threads, and that's a big no-no in Unity. The fact that it works "kind-of" is probably a result of that. I have seen other issues with it in 1.11 and 1.12 to the point that I don't use it anymore, much as I like the interface. And, I have looked at the code with an eye to removing the threading, but the threading is so embedded in the design it would be very hard to remove, would essentially require a major rewrite. An alternative would be KSP Craft Organizer, although it hasn't bee updated since January, 2020 (1.6)
  13. Where was the telescope when you took the picture?
  14. I have JNSQ installed, had UC installed with default settings. I also have a lot of other contracts installed, would have to go look to see which ones (can do that later if you need). The problem I have been having is that I was getting DMagic contracts which required being in orbit for a period of time to do a scan, say, 44 days, but the contract would expire in a much shorter time, like 20 days or so. I can't do it now, but let me know if you need me to get you a log file, screen shots, etc, I can do that this evening.
  15. What version of the game are you installing on? What levels of KSP Compatibility do you have set? Try doing a refresh and doing it again
  16. Because each mod adds overhead, which wouldn't be there if it was integrated. A few mods is fine, but the more you add, the more overhead, and the more chance of something going wrong with the interaction. I play with 230+ mods, and it's painful changing scenes. Heck, even changing from VAB to SPH is painful, Not to mention the game crashes
  17. Please try this beta: Added suggested DLL to keep Added special code for KatLib.dll, since it gets loaded out-of-order https://www.dropbox.com/s/pj54he415zpydcs/ZeroMiniAVC-1.1.2.1-BETA.zip?dl=0 Also, if you come across any other DLLs which deleting the DLLs which aren't listed as "Keep" causes problems, please let me know
  18. This is what I'm thinking of doing, comments, please: Which mods have the CLSInterfaces .dll installed?
  19. This is a problem with some new code in KSP for 1.12.2. If ZeroMiniAVC is identifying both of them, then they are actually the same, just in different locations. As such, you can remove one. Renaming isn't a good idea, since there will now be duplicated classes in the game. Since there may be an embedded dependency, it would be best to remove the second one, so that the first one will get loaded in it's normal time. ZeroMiniAVC isn't suggesting which to delete on purpose. Nor can it do the deletion on it's own (that would be a BAD idea). However, I wrote that code a while ago, and based on experience, I'd suggest deleting the second, not the first. As I said above, delete the second. Embedded dependencies can be ok, as long as they always go in the same location. That way you don't end up with two copies The problems which this detects is caused by the identical DLL being installed in different locations. I'll add a comment to the dialog as to which is suggested to delete (or keep, will see how it works out)
  20. Nope, since I'm a long ways away from there, I'm not spending any time on it
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