Jump to content

severedsolo

Members
  • Posts

    2,847
  • Joined

  • Last visited

Everything posted by severedsolo

  1. It shouldn't completely lock up your system tbf - sounds like your system might be using up all it's swap (or your swappiness is set too high) - I've seen this before but only in low memory situations. The OOM killer in the kernel does actually need a small amount of memory to work. Try watching the results of watch -n 1 free -h See how much swap you have/KSP is using at the point of the freeze.
  2. Raise an enhancement request on Github and outline what you would like from it - BoK isn't finished - this is just a first pass.
  3. Hello everyone, I've just released Alarm Enhancements 1.0.1 which fixes a few questionable decisions the mod was making. Informed the mod it's perfectly safe to remove Maneuver Alarms if the vessel doesn't actually have any maneuvers. Informed the mod it's perfectly safe to remove Atmospheric Reentry Alarms when the vessels orbit does not actually intersect the atmosphere. Mod will now remove SOI Alarms if it can't detect an SOI change AND the timewarp rate is 1x
  4. Alarm Enhancements This mod adds some functionality which the Stock Alarm Clock lacks but was present in KAC. Automatically adds alarms for Maneuver Nodes, SOI changes, and entering an atmosphere. Renames Manual Alarms to the active vessels name (so you don't have to remember which vessel this "Periapsis Alarm" you set and forgot to change the name of is for). Fully configurable through the Difficulty Settings. License: MIT Source: Github Download: Github No pics, no clicks? I don't care. There really isn't much to show you. Known Issues: Doesn't always remove alarms when they are no longer applicable. This is by design. I've noticed a stock bug where SOI changes can disappear at high timewarp, and I was having problems recognising whether a Maneuver Alarm was for the Maneuver I was trying to set it for or not. Where we can't be absolutely 100% certain an Alarm can be removed the mod will err on the side of caution. CKAN: Now Available.
  5. Admittedly Bureaucracy also introduces a whole bunch of new mechanics too, but it can all be turned off with the exception of the monthly budget (and you can tone that down by turning Use it Or Lose it off so it's basically free money every month).
  6. Bureaucracy 1.5.1 Released Fixed an issue where the Next Budget Alarm would add the current UT to the alarm time.
  7. It should be (in truth it always was, I just hadn't bothered to update the .version file yet). I've got a small update in the works, but nothing to stop it working right now.
  8. Bureaucracy 1.5 Released! Recompile against KSP 1.12.2 - not compatible with 1.11.x or earlier. Add support for OPM in the CBK config (thanks Gordon-Dry) Alarms are now handled by the stock Alarm Clock (thanks R-T-B). Added "Bank of Kerbin" script. You can now store and withdraw funds (no auto-allocation right now, that will come later). UI now properly scrolls - this indirectly fixes the issue where the Crew Training dialog would go off screen. Retirement dates will no longer be saved if Retirement is disabled. Retirement dates will now correctly regenerate if Retirement is re-enabled after being disabled. Mod will add an alarm for when Kerbals are going to be done training. Mod will now intelligently identify if the KCT warning should be shown.
  9. Not something I can easily fix without watering down the mods functionality basically, when a mod doesn't specify an installation location the Install Validator assumes it should be in a folder which is named the same as the .version file. It also assumes that the version file is at the root directory of the mod. In this case it seems to be interpreting the underscore as a directory separator, and as it doesn't find the version file at the place the path is being parsed to, it assumes it's installed incorrectly. So you have three options: You can rename the version file to ASET.version. You can manually specify the installation directory in the .version file - Docs: (https://github.com/severedsolo/MADLAD) You can ask LinuxGuruGamer to specify InstallValidator options in the .version file himself. Obviously with options 1 and 2 you will need to redo this every time the mod updates, but I also don't particularly want to hassle LGG about option 3, when it's such a minor issue.
  10. I was with you up to this point. Mac OSX and Linux are definitely supported by KSP. Do we 'Nix users tend to get the raw end of the deal? Absolutely. The release day (platform specific) bugs are usually worse on Linux it's true, but to say it's unsupported is simply not true. I get why Intercept are keeping quiet on Linux support, but IMO they would be shooting themselves in the foot, as a fair number of the big modders use Linux. On the other hand, I agree that "Unity Bad" is also a load of bunk. Most of KSP's problems come from the patchwork nature of development, the fact that no other game was doing things at the scale that KSP was so the tools to do this didn't really exist, (at the time, Simple Rockets might now) and that alot of the core code was written by someone who had never designed a game before.
  11. I still need to fix it I keep telling myself I'll do all these things I keep putting off when 1.12 happens. Let's see.
  12. I got an email notification that you'd raised an issue so should be good. Thanks - I tend to go through the issues on Github when doing a release, so you've got much less chance of me forgetting about it when its on Git
  13. It's also worth mentioning that All Aboard! is not actually limited to docking ports only. You could use it to board through any part you like with a simple Module Manager patch.
  14. Even if it did, I'd be amazed if you could find a tablet powerful enough to run it at an acceptable level. KSP is a CPU hungry game and mobile chips are usually underpowered.
  15. 1) This has been known about for years. 2) How exactly does overclocking the engine make it a warp drive?
  16. From memory, the hacky method of changing the orbit, which was changing the vessels SMA by assigning to it stopped working, and it wouldn't play catchup (same base cause probably). I'll admit I didn't do a deep dive, as I'd just come out of the other end of fixing Earn Your Stripes which also broke quite badly with the 4.x update. It's entirely possible that was a KSP bug which they fixed between 1.8 and 1.11, but *shrug* Pretty much. You could try compiling against 4.x and a later version, in case it was a KSP bug that has since been fixed, but if that didn't work, yeah you'd need to compile against 1.7
  17. To grossly oversimplify: the framework or "language" that mods speak changed between KSP 1.7 and 1.8. This means that as the code is right now, I'd have to continue to build Kessler syndrome against KSP 1.7 forever, because I literally can't build against the latest version of the game and continue to use .Net 3.5. It won't compile because it's speaking the wrong "language". This means that I can't update to use newer features, if something changed between 1.7 and now, well tough luck. In effect I'm forced to choose between keeping Kessler Syndrome updated or keeping Decay Manager. Now there is a third choice to be fair, which is that I figure out what changed and fix it properly. Obviously I did not take that choice at the time because as I said in the thread it never really seemed like a feature that belongs in Kessler Syndrome anyway and deserved it's own mod with a less hacky solution.
  18. 1.3 was the last version compiled in .Net 3.5 - it broke when the mod was recompiled in .Net 4.x. In practical terms, that means "in it's current state it will only ever work if I compile it against an old version of the game" which I'm sure you can appreciate is not an option. It's probably fixable, I just didn't have the time or inclination to dig into it at the time.
  19. @Errol As it turns out it wasn't so difficult to extract the Decay Manager stuff, as I had the foresight to make it into it's own script and not run from the main KesslerSyndrome script. https://raw.githubusercontent.com/severedsolo/KesslerSyndrome/f8bf5a583bf653557da75c16ae66c041617adde0/KesslerSyndrome/DecayManager.cs It should basically compile as is, once the references have been setup (plenty of people who can help you with that around here). You'll need to modify any lines that reference HighLogic.CurrentGame.Parameters.CustomParams<KesslerSettings>() as that is referencing Kessler Syndromes settings class, which your mod won't have. Code is uncommented, sorry about that. Also forum rules etc: I'm putting this into the public domain, anyone can do as they wish with it.
  20. I will send you the files by PM - it won't be today, but hopefully tomorrow. If I haven't done it by Wednesday hassle me by PM about it (because I know what I'm like and have a terrible memory)
  21. I mean - firstly I'm fairly certain this would probably breach the forum rules on monetising mods. Secondly even if it didn't I wouldn't take it anyway, taking money creates certain, expectations on support etc. Things get messy when money is involved. (Just to be clear here, I'm not suggesting that it would go that way I'm just explaining why theoretically I would not accept money for a mod, in much the same way I would not support paid mods if Squad ever decided to go that route.) Making a KSP mod isn't that hard, and I'd be willing to offer up my code in a way that's not tangled up in the rest of the Kessler Syndrome stuff if you wanted to fiddle with it and see if you could get it working, but that's as far as I'd be willing to go on it. I will say though, that it was always a hacky solution and a dedicated mod could do it much better.
  22. Yes Nothing right then. The retirement checker will skip any kerbals who are ASSIGNED. When they are recovered they will then get their retirement extension bonus, if the retirement date is still in the past, they will retire then. Also: Update on the update I promised a few weeks ago - I've been sick the last week or so, so haven't had a chance to actually work on it. It's coming, just bear with me.
×
×
  • Create New...