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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. New release, 0.8.1.2 Added AssemblyFileVersion Updated version file for 1.12
  2. New release, 1.0.5.5 Added AssemblyFileVersion Updated version file for 1.12
  3. New release, 1.2.1.4 Added AssemblyFileVersion Updated version file for 1.12
  4. Well, the slideshow only runs until the game has finished loading, so any "Click to continue" is a totally different function. That would involve a lot more changes to KSP, and I'm not going to do that. Out of scope for this mod. Maybe someone else can change the font in the VAB, but not for this mod
  5. This, and maybe my request for a pic was misplaced. What I really need would be the Player.Log. If right-click isn't working, it sounds like either the docking port has been renamed (did you install jplrepo's patch for the docking-port fix?), or maybe ModuleManager isn't installed
  6. How about a separate set of contracts directly addressing these parts? Forcing all space station contracts to use one of these core parts restricts a player's ability to do his own thing with his own parts, etc.
  7. New beta, 0.8.0.4 Fixed audio https://www.dropbox.com/s/59zrhqshw2ain0j/NavInstruments-0.8.0.4.zip?dl=0 The purple arrows are working, may have been related to the audio issues
  8. This is what I expectd. The audio code is broken, I'll have to work on it. ok, wasn't aware of them. And I don't need this log file, so you can delete it if it's taking space
  9. For anyone not knowing the language, here is a translation: So, answer: a picture would help. Also, log file is requested. And finally, are any of the other cameras working?
  10. New release, 1.3.5 Added AssemblyFileVersion Updated version file for 1.12 Thanks to github user @Machine-Maker for this: add transmit and report value percentages
  11. Just an FYI, CKAN had a mistake in it's config for this mod, was installing it incorrectly. It's been fixed, just refresh CKAN and allow it to reinstall the mod again
  12. You shouldn't be developing a mod on a game install that has a lot of mods. Besides this issue, you really don't want to have other mods possibly interfering with what your mod does. You want to keep it as simple as possible for development
  13. You have a LOT of mods installed, and have quite a number of exceptions in the log, to the point it was rather difficult to identify the correct exception. Anyway, I've added some checks, and have this debug version which I'd like you to try, this has some additional debugging statements which will help any logs: https://www.dropbox.com/s/fur8gqzgjcix8hx/NavInstruments-0.8.0.3-beta.zip?dl=0
  14. I don't understand, there are a couple of buttons there already. ????? Again, what are you asking for?
  15. That's not doable in the game, once a ship docks with another (and a stations is a ship) they become one ship
  16. New release, 1.2.7 Added AssemblyFileVersion Updated version file for 1.12 Updated mod for 1.12 Removed Toolbar code Added code to replace line for mod web site with link to load settings page Added code to lock main menu while settings window is open
  17. So a question for all of you regarding the setup screen: The easiest thing to do would be to make it available via the toolbar at the main SpaceCenter scene. I could add a simple button to the mainmenu screen, similiar to what KSP_PartVolume does, but not really a fan of that. Or someone could make a suggestion.
  18. Just an FYI, I just recompiled and tested, it IS working, but due to a change in the stock toolbar, I need to change the way the settings screen is accessed
  19. Thank you, but I do have the latest version of Kronometer installed. Latest version is 1.12.0.1, and you can look in the log file to see that
  20. How did you install it? Did you also install the dependencies: ModuleManager and KIS?
  21. The slowdown is coming from ModuseManager having to redo everything. For a mod developer, the trick is to slim down the game as much as possible, including trimming most unneeded parts, etc
  22. You can start by providing a log file, so we co yo ld see if anything odx is going on
  23. I'll put it on my list, but it was broken a while ago, so I'll wait until I finish the more important mods before tackling this. Besides, I think that someone else ask permission to continue this, never really heard, I'll look into that as well
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