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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Let me know if you'd like me to run any debug version
  2. New release, 0.0.1.1 Added AssemblyFileVersion Updated version file for 1.12
  3. New release, 0.5.0.1 Added AssemblyFileVersion Updated version file for 1.12
  4. New release, 1.8.0.3 Added AssemblyFileVersion Updated version file for 1.12
  5. This machine has 64 gig of memory, of which about 45 gig was free before starting the game Without KK, the game loads and uses about 15 gig of memory, with KK, it just gets stuck in an endless loop until it runs out of memory.
  6. Right now, it's a quirk. Also a similar problem with the EVA Science Experiment Thanks for the save file, I've tried loking at it, but getting a message that the save is incompatible. I'm guessing that you have mods installed I don't have. So, can you please get me a log file (Player.log), and, assuming you used it, a CKAN modpack?
  7. New release, 1.5.1.2 Added AssemblyFileVersion Updated version file for 1.12 DatedQuickSaves - 1.2.4.5 EditorTime - 1.0.7.3 NIMBY - 1.1.3.3 SensibleScreenshot - 1.2.5.4 ShipSaveSplicer - 1.1.6.1 Treetoppler - 1.1.4.3 Wwwwwwwww - 1.1.4.3
  8. New release, 0.5.0.10 Added AssemblyFileVersion Updated version file for 1.12
  9. New release, 1.9.16.2 Changed OnGUI to FixedUpdate in Speedometer.cs Added AssemblyFileVersion Updated version file for 1.12
  10. New release, 0.4.11.1 Added AssemblyFileVersion Updated version file for 1.12
  11. Take a look at this mod, might do what you want:
  12. I'm a bit stumped. I have this situation: Mod window opened Mod internally identifies the selected part Part selected using one of the Gizmos (rotate, move) Click a button in the mod window The selected part gets deselected because (I believe) Unity changes the focus/active object to the button. So, I need to do one of the following: Prevent part from being deselected Select part by mod after button is pressed Any suggestions or ideas? FYI, for various reasons, I can't do this in a MultiOptionDialog, which I think might work (PreciseEditor uses that)
  13. Not a bother. I'll take a look at habtech & Tantares, problem is thatit has to be configured for each docking port
  14. So it's a problem with HabTech2, I'll take a look at it
  15. On the main menu, there is a line which says "Addons & Mods". That's what's replaced
  16. Is this on a regular (stock) docking port? I need to know, also, Can you please send me the file : GameData/ModuleManager.ConfigCache
  17. New beta, 0.8.0.5 Fixed loading of settings file and other config files https://www.dropbox.com/s/89kifxmevllszvv/NavInstruments-0.8.0.5.zip?dl=0
  18. For any interested, with @Ser's permission, I'm adopting this, will be adding a setting's page and a few other improvements
  19. Ok, got it, but I don't see anything wrong in there. Do you think you might be able to do a short video showing the problem? When you say you can't see the camera, are you looking for a model of a camera? or just that it's not showing up in the PAW which shows up?
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