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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. No, i didn't, but the symmetry was more important. It's already been fixed in the code. Speaking of which, while it looks to be working, there actually is a problem with the values not being set correctly, I'm working on that Well, this is an adoption, which means that I first need to get everything working properly before making any real functional changes.
  2. New beta release, 0.5.0.4 Fixed issue with symmetric parts config window Fixed issue with showing config window for multiple parts Pretty sure it would work
  3. All your problems are caused by Symmetry mode. I don't have a solution yet, could you please test not using symmetry for now? I'll work on the symmetry problem over the next few days.
  4. Ok, so as of now, the functionality that is in my version is the same as the previous version? I'll look into the DMagic stuff next, followd by eventually work for 1.11
  5. New beta, 6.0.0.3 Fixed Status window (Here & Now) update if it was opened more than a few seconds after checklist opening Note: This was a pre-existing bug which I was able to replicate. The situation was immediately after opening the main (checklist) window, the status window was opened, occasionally it would not get a list of available experiments. Hard to replicate on the older version, was fairly easy to replicate on my version. This was a timing issue, possibly influenced by other installed mods. Beta available here: https://github.com/linuxgurugamer/KSP-X-Science/releases I would appreciate it if some tests were done using the DMagic experiments. Please let me know either way, and the specific experiments that either worked or didn't work
  6. You should read the thread before commenting. The mod is in beta, currently targeted at 1.10.1 When it's released, it will be in CKAN I don't know what you were looking at, "BETA in the repository", you can get the latest from here: https://github.com/linuxgurugamer/KSP-X-Science/releases =========================================================================================================== New beta: 6.0.0.2 Fixed window not going away when clicking button 2nd time Fixed buttons not showing up on the Blizzy toolbar Added code to hide checklist window when game is paused Fixed typo in "Suppress results window" Updated .version file to only list 1.10.1 as compatible Known Issue Status window doesn't update sometimes Note: This is ONLY compatible with 1.10.1. I will not address any issues which show up on 1.8 or 1.9, and am not yet ready to look at 1.11
  7. New Beta, 0.5.0.3 Fixed missing rope when returning to vessel (using AirPark)
  8. New beta release, 1.7.1.1 Removed static instance reference to part, necessary to allow multiple craft to have the module loaded Really fixed bug where leaving game and returning would be at 0 altitude Fixed autopark on/off Moved autopark setting into stock settings page Deleted old commented code Added new dependency: SpaceTuxLibraries
  9. I'm adopting this mod, new thead is here:
  10. New beta release, 0.5.0.2 Fixed calculations of max lift Added the min lift at max altitude
  11. Oh, that's done in code, in the mod. It was probably done that way because it originally had 36 different balloon parts, now compressed into 1 I just watched that video, that is a very old version of the mod. I can only go by what the previous was doing (the one I'm adopting), the parts are very different
  12. Something for me to check out. But, what size balloon were you using? I'm wondering if you saw that value in the parts list or on the part itself, makes a difference I don't understand what you are referring to Huh? What gave you that idea?
  13. Thanks, I've already moved past that. I found I was able to do it a different way.
  14. Those toggles are not selects, but locks. I may add a confirmation dialog (which would be optionally shown) about it. I can see your confusion regarding clicking on it, I'll make that also select the note.
  15. Isn't the Stellaris music/soundtrack copyrighted?
  16. Is this still happening? I opened a ticket on the Bugtracker back in July, they are asking for more info. If it's fixed, please let me know so I can close it
  17. Thanks, I found the problem and working on it Edit: Fixed in next beta
  18. Which of his patches are you trying? What happens? Please provide a log file (Player.Log) as well as the MM log files located in the Reports folder
  19. To follow up on this, I spent a few minutes looking into it. If you look at the evaScienceKit, you will see that there is no ModuleScienceExperiment there. EVA Science seems to be a special case, in that it's coded into the game and not in a config file. Yes, you may need the EVA Experiments Kit, but that is just supplies, and does not do science on it's own. It's listed in All Experiments since it does exists, but there is no part which makes it available. I proved this by adding a ModuleScienceExperiment to the experiments kit part, and EVA Science then showed up as available. evaScience DOES show up in the kerbalEVA.cfg files Edit: I think I know how to fix this, but won't do it until I have a 1.10 release, because the change requires new properties in 1.11 which don't exist in 1.10
  20. That comes directly from what's in the internal game database. All of those changes are done via MM, but internally they stay the same. Nothing can be done about that other than possibly adding more fields/modules to parts to identify them in other ways
  21. You were using two mods (KIS & KAS) which had known incompatibilities Not used at present. Reformatting how? I'm trying to keep this simple. Crew Reports are not loggable, nor are EVA events. It's the nature of the way KSP is written. In the save folder, in a folder called VesselLogs
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