HadrianF
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Posts posted by HadrianF
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With the new prerelease (on 24.2) I'll get either a black start-screen or the mun/kerbin look black. (Linux, x86_32)
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Final Frontier 0.5.1 is online
Changes:
- compatibility for KSP 0.24-0
Download FinalFrontier
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Try 0.5.1. I have tested it against the 64 bit and the 32 bit version and both were working.
Awesome, KSP is finally playable again. It's so amazing to see modders working so quickly on compatibility after updates
- compatibility for KSP 0.24-0
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Let's hope we don't need two versions. One for 64bit and one for 32bit...
Chatterer already did. I also tried x64, same problem (but tried that with other mods).
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Modified Source
Updated Plugin (copy to your GameData folder and let it overwrite the FinalFrontier.dll)
Sorry for taking so long; supposed to be working
So, as best as I can tell, that's working without error (at least without the errors that prevented 0.24 from loading)
Ribbon awarding still works in all cases that it was supposed to so far.
I'm afraid it doesn't work for me:
[LOG 22:36:05.468] FF: EventObserver:: OnGameStateCreated 0, game status: ONGOING
[EXC 22:36:05.471] TypeLoadException: Could not load type 'CrewRoster' from assembly 'Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
[LOG 22:36:06.005] Game State Created.
[LOG 22:36:06.005] FF: EventObserver:: OnGameStateCreated 0, game status: ONGOING
[EXC 22:36:06.006] TypeLoadException: Could not load type 'CrewRoster' from assembly 'Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
[LOG 22:36:06.165] Game State Created.
[LOG 22:36:06.165] FF: EventObserver:: OnGameStateCreated 0, game status: ONGOING
[EXC 22:36:06.166] TypeLoadException: Could not load type 'CrewRoster' from assembly 'Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
[LOG 22:36:06.298] Game State Created.
[LOG 22:36:06.298] FF: EventObserver:: OnGameStateCreated 0, game status: ONGOING
Kerbal Space Program - 0.24.0.0 (LinuxPlayer) Steam
OS: Linux 3.12 unknown 64bit
CPU: Intel® Core i5-2300 CPU @ 2.80GHz (4)
RAM: 16028
GPU: GeForce GT 640/PCIe/SSE2 (2048MB)
SM: 30 (OpenGL 4.4 [4.4.0 NVIDIA 334.21])
RT Formats: ARGB32, Depth, ARGBHalf, RGB565, ARGB4444, ARGB1555, Default, DefaultHDR, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8
Log started: Fri, Jul 18, 2014 22:35:20
Steam starts the x86 version.
This is on a clean install.
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I'll send you what I have. still testing it but it looks like things are working. ribbon awarding and such.
not sure if it's ok for me to share the dll I compiled or not....
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Can someone or the author recompile it for us to use? I started to use this mod a few weeks ago and now I find it totally required for immersion, you know...
Totally agreed. But in truth, whenever a new KSP version is released I just wait for a few days before all the mods that I want come out, it's something I prepare for. Modders are people too
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You need the box
on your second rocket have you tried removing all but the bottom 4 winglets?
It could be an issue with RT2, I don't know if that's been fixed yet
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More kerbal management. Have them train for a mission, let their muscles go all mushy if they're up in space to long (or die when they run out of food).
Optimizations would be great, orbits tend to be jittery at the moment which can be really annoying.
Space stations need to be made more interesting somehow.
More launch locations and either NPC space programmes or multiplayer for a space-race and joint missions.
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Does anyone know the latest combination of these mods (MJFARext, FAR, and MJ) which still worked together?
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when i dock a experiment and produce all needed eurekas, i right click on experiment bay and the gui shows "deploy" instead of finalize results. and then, when i click deply, nothing happens.
im not sure if im doing everything right
Do you use the stock ScienceDefs.cfg or the community ScienceDefs? The latter don't work with this mod.
Also, is there any news on a new version. I had reported earlier that the thing that generates eurekas tends to suddenly get smaller on a reload of the vessel. Since I stopped using Eureka based experiments (and thus the eureka generating thingy) I don't have the sudden explosion of stations anymore and am afraid to start using them again.
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OS X isn't case sensitive by default.
But linux sure is
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the problem of this is...
it'll always be Jebediah Kerman getting ALL the ribbons unless you suck and manage to kill him. (or you decide to imprison him in a space station)
Use kerbal crew manifest and change the crew before every launch. KSP could really use a random assignment function though.
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On linux the logo doesn't load at the start of the game because of a mismatch in capitals in the filename. I don't yet know if this has effect elsewhere.
Edit: Also doesn't seem to work with FAR
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The physical model of the science lab reduced in size. The parts connected to it continued to float at their original location. I had a few problems with stations in space exploding on load with this device and I think it might be related.
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I noticed that the thing which generates insight had a different size after I switched from the launchpad to the station and then back to the launchpad.
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I haven't tested it yet, but this was definitely necessary. I'm running about 20 mods and simply don't want to check their updatedness every so many days.
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I don't know why but I can still control my vessel when out of contact, is this WAD?
edit: Using NovaPunch controlPod_unmanned
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Is there something which makes this mod compatible with Novapunch?
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The main problem with the smelter I have is that I cannot attach a command module to the top section, only to the sides. It does `snap' to the command module but doesn't register itself as being connected.
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Will there be an ore smelter which is easier to launch, the current one is a h*ll to get off of Kerbin
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Thanks, I'll send me Kerbals to work
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Although the new launchpad is a lot easier to transport, the first one was a hell (but not impossible), I have no idea how to attach a docking port to it so I can attach an entire base to it. Has this still to be implemented?
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As an experimental mission to see whether or not a landing on Mun was possible Jebediah Kerman was sent out in the Galileo II ship after Bill called in and said he had a runny nose! Seemingly Jebediah was the only Kerbal in the entire space program to remember they don't even HAVE noses, Bill must have been watching that stupid show The Kerbsons again, with those weird, five-fingered, nosed people like Komer and Kbart. Jebediah also know this was a plot by Bill to take from him the first moon landing as their positions on the respective missions were switched. Nevertheless, he accepted and went out, for the adventure ya know, and what else is there to do but go out in somewhat stable rockets.
Still, when he saw the grey face of that Mun he couldn't resist. He set his flight computer to land and thus become the first Kerbal on the Mun. When he got home, however, the kadrenaline started to subside and Jebediah saw he had only 130m/s of fuel left and his rocket wasn't built for landing with such a low amount of fuel. He decided to try nevertheless as he could not reestablish an orbit. He bravely opened the parachutes early knowing that he'd have to cut them at the last moment and fire the engines. He was sure, so sure, it would work:
They made him pay for the plaque himself.
In the end, Jeb went to space, to where no Kerbin had gone before. Galileo III was cancelled, and Bill gave Jeb at least three nasty looks. Jeb got the guy though!
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but the RT Flight Computer doesn't seem able to steer it.
Doesn't work at all with me
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
in KSP1 Mod Releases
Posted
Actually, if you drop waste into space it can come back to haunt you and other spacecraft/satellites/stations. It's already happened before that windows were broken because of a piece of space debris: https://upload.wikimedia.org/wikipedia/commons/1/12/Space_debris_impact_on_Space_Shuttle_window.jpg
So, for reality's sake, a waste container would be welcome. Although there's no reason to imagine that other containers have an expanding waste unit and a contracting resource unit.