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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. You need to post the full log (a link to it), not a snippit. I've had this happen to me, no idea what happened. I ended up restarting my game
  2. New release, 0.8.0.1 Added additional runways, thanks to contribution from @Caerfinon Added filtering of runways, to limit runways selectable to within configurable distance. Accessed in the settings window (right-click on the toolbar button) https://github.com/linuxgurugamer/NavInstruments/releases
  3. I don't support Kerbalism, it changes too many things. Go to the Kerbalism thread for support. Sorry
  4. No logs, no help. But it sounds like you didn't install the dependencies. Best to use CKAN to do the install. Any other help needed, logs first
  5. No argument there, if you read back in the thread you can see that I asked for someone to make an updated model. I don't do models, so would need someone else to make one. Config for the SpaceDust is already done and in the mod, just commented out for now. Been a while since I looked at it. The patch also adds the spacedust functionality to the Cacteye telescope. You could do the same thing for the ResearchBodies telescope and there are also some telescopes in the SCANsat mod which can be adapted
  6. It's a good idea, not sure how feasable it is. But I will look into it I have this working now
  7. Yes It's a good idea, not sure how feasable it is. But I will look into it
  8. Read this BEFORE asking for support: http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/
  9. New release, 0.3.0.1 Added hiding of ui when F2 is pressed
  10. The mod has a couple of included DLLs, only one of which is really needed. I've decompiled them, and been able to recompile them for 1.12. Other than possibly updating the config files, I'm not sure what else would be needed. I peeked into a couple of the config files, the only things I see that are a problem are some of the bulkheadProfiles being wrong, and no tags
  11. Most likely, it's listed on CKAN as up to version 0.9.7, with a max game version of 1.7.3, but it's just a parts mod
  12. I'd appreciate some testing done for the following scenario. There is a user I've been working with who is playing 1.12.2 on Ubuntu, and is having a strange problem. I've been unable to replicate issue: The system slows down to system lock up if the NavUtils compass window is open while the secondary mouse button is held. This was a clean install, with only NavInstruments and it's dependencies installed. There is nothing in the code that I can tell which would cause this, and am starting to think that it's something to do with the Linux implementation of Unity. It would be good to get more people testing this For reference, this is what he sent me: Protocol: Start KSP and make a start a new game Go to the SPH and load up an Aeries 3E and go to the runway Waited a while, not touching the keys or mouse Do some basic things with the mouse and keys (change camera angle, brakes, lights) (If available) Click on the NavInstruments Icon to bring up the compass Waited a while, not touching the keys or mouse Do roughly the same set of action as step 4
  13. Actually pretty simple. You would look at KerbalEVA.isRagdoll and just check to see if it's set, and then if it is cleared. If you want to get fancier ( and reduce cpu), then you can work with the ragdoll_OnEnter() and ragdoll_OnLeave() methods
  14. New release, 0.2.1.3 Fixed data being left on screen after docking
  15. Good to know, I'll be able to look at it in a day or so
  16. Do a PR when you are ready, and ping me on the forums so I'm aware, I'll get a release out when ready
  17. Initial beta is now available here: https://github.com/linuxgurugamer/NavInstruments/releases/tag/0.8.0 Partial list of changes by LGG: Added support for Toolbarcontroller Added support for ClickThroughBlocker Removed direct Blizzy toolbar support, replaced with ToolbarController Removed direct stock toolbar support, replaced with ToolbarController Added new dependeicies ToolbarController ClickThroughBlocker SpaceTuxLibrary Removed KSPe dependency Replaced KSPe methods with equivilent from ToolbarController and SpaceTuxLibrary Moved directories to generally accepted locations by most mod authors Removed special logging classes (multiple), replaced with KSP_Log from SpaceTuxLibrary Fixed duplicated AnalogGaugeUtils definition by making one local Converted textures to DDS Removed "goto" statements Added right-click on button to bring up settings in addition to alt-click on button Removed the AircraftAutoPilot DLL since there was no code there Removed the NavUtilToolBar DLL since there was no code there Disabled the NavUtilLib/AnalogGauges.cs, since it wasn't being used by anything Changes done by @Lisias: Fixed the Dessert Airfield `shortId` as [suggested](https://github.com/SerTheGreat/NavInstruments/pull/1#pullrequestreview-341004160) by [MatthieuLemaile](https://github.com/MatthieuLemaile) Moving on-demand loading assets into PluginData, saving a bit of time on KSP loading (as they would be loaded again anyway) Fixing a weird issue that was provoking the "Matrix stack full depth reached" bug from Unity. Adding Dessert Airfield runway, as suggested by [Sppion1](https://forum.kerbalspaceprogram.com/index.php?/profile/198924-sppion1/) [here](https://forum.kerbalspaceprogram.com/index.php?/topic/162967-140-181-navutilities-continued-ft-hsi-instrument-landing-system-v072-2018-apr-1/&do=findComment&comment=3716551). The instrument graphics doesn't deteriorates anymore when using Texture Quality less then 1/1 ! Added KSP-AVC support Changes by @Ser: Fixed marker sounds positioning so they are not muffled by Audio Muffler mod anymore Added a runway selection window Fixed customRunways file overwrite when adding a new runway Added a setting to hide NavBall waypoint icon Runways made loadable as regular KSP configs and thus modifiable by Module Manager Only the runways belonging to the current celestial body are selectable Fixed INS waypoint names displayed Simplified folder structure for the mod not being that dependent on it Would you mind if I merged those custom runways in with the mod?
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