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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Anything needed to be changed in the SoundTrack Editor? The issue is whether a modder spends time on writing a settings page or working on the mod. It's an idea, though, to write a generalized settings page for a mod to open. I dont have time for this right now, maybe someone else can tackle the problem.
  2. New release, 0.0.3 Write note to KSP.log as well as Player.log
  3. I have no idea about the KSP.log. go ahead. If it's not too difficult. I'll do it. You can also look in Logs/SpaceTuxLibrary, my logging libraries now write individual logs there. May not be helpful for this, but can be extremely helpful for other logs
  4. Look in the Player.Log. Re. the dependencies, I'm embarrassed that I totally neglected to put in that section to the OP. It's now there, CKAN was already correct Also added some instructions to the OP
  5. [x] Science! is a mod to provide you with information regarding what science is available and where. Originally written by Bodrick. Great design and coding is entirely due to Bodrick, original thread here: https://forum.kerbalspaceprogram.com/index.php?/topic/86568-025-x-science-v40-2014-10-24-old-thread/ Taken over by @Z-Key Aerospace, thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/107661-ksp-145-x-science-ksp-science-report-and-checklist-v517/ Then by @Flupster, thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/182683-ksp-190-x-science-continued-ksp-science-report-and-checklist-v523/ Availability Source: https://github.com/linuxgurugamer/KSP-X-Science/ Download: https://spacedock.info/mod/3100/[X] Science! Continued Alternative download: https://github.com/linuxgurugamer/KSP-X-Science/releases License: CC-NC-SA-4.0 Dependencies Click Through Blocker ToolbarController SpaceTuxLibrary [x] Science! - A Science Report and Checklist for Kerbal Space Program [x] Science! keeps track of the science experiments you have completed and recovered to Kerbal Space Center. It also tracks science you have gathered which is held on vehicles and kerbals. No matter what game scene you are in, what you current vehicle is, [x] Science! always reports on all science held anywhere. Now with in-flight status window. No more searching around in service bays - run experiments at the click of a button. Why use [x] Science! ? In flight status window kind of like Science Alert With a simple list and a textbox filter it is really easy to use. Available from anywhere. No need to leave your craft and switch to the KSC Lab. It reports on all science, not just the stuff you have recovered to KSC. It reports on all vehicles, great for multi-craft missions. (Option to check debris for science.) Report on anywhere from anywhere else. Where should you go next? Wondering what to do next? Give your Kerbals a purpose. Features Automatically updates when you retrieve or transmit new science experiments Filter to only show experiments that are currently on your spacecraft; have been unlocked in the tech tree; or all experiments Keyword search to let you find experiments quickly View amount of science any experiment has left for you to find Should be compatible with any science-generating mods Uses stock toolbar. Blizzy's toolbar support Current biome detection OrbitalScience support Solar Science support CustomBiomes support Displays amount of science you'd get if you retrieved all outstanding experiments Only available in Science or Career modes. It will automatically disable itself in Sandbox mode. In flight status window - click buttons to run experiments. No more searching around in service bays - run experiments at the click of a button
  6. I thought it was, I'll add it, and yes, it is in CKAN, I'll check that as well New release 0.0.2 Changed from using Dictionary to List Increased title width Updated version file with correct info
  7. Ok, this is going to have to be a community effort. Other than minimal testing, I don't have time to test it. I’ll get a beta out soon, but will rely on the community to do extensive testing. Bug reports will have to be detailed enough so I can replicate any reported issues. A report which just says “it’s broken” without any detail will be ignored. Ill also start a new thread for my version when the first beta is ready.
  8. Not sure why it's locking up, you have two problems that I can see Exception in the ToolbarController: "ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown" Missing SpaceTuxLibrary Do you have Blizzy installed? Please make sure there aren't any remnants from it, if you aren't using it.
  9. Wondering if there is interest in continuing this mod? While i can get an updated build out for 1.8-1.10, I won’t be able to give it a log of attention for a while after that
  10. Umm, no idea. This mod has been ultra stable, I’m using it in my 1.10.1 game without any problems. You say you installed the latest KER, is that the version for 1.11? Seems to me you need to look at the last change you made to the install, maybe downgrade KER
  11. Ok. I wonder if those ports don't have a transform called "dockingNode". You might have to play around with supplying transform names from the model. First disable the MM_ patch in the mod, then look at both the configs and possible the model file to see if you can find the transform. Also, you can try playing with the following three additional fields: cameraPosition = 0.0, 0.0, 0.0 cameraForward = 0.0, 1.0, 0.0 cameraUp = 0.0, 1.0, 0.0 Remember, the mod was designed for stock ports, non-stock ports may not follow all the same rules
  12. I know Have you targeted anything? Try it without the modded ports
  13. That would be ModuleManager Ok, something for me to look at
  14. @sarbian Getting the following error when trying to use the mono-2.0-bdwgc.dll: * Assertion at D:\Sarbian\Documents\GitHub\dnSpy-Unity-mono\unity-2019.2.2-mbe\mono\metadata\mono-debug.c:137, condition `!mono_debug_initialized' not met Only other changes are: Following three files come from the Unity instal to the main KSP directoryl: "<UNITY>/Hub/Editor/2019.2.2f1/Editor/Data/PlaybackEngines/windowsstandalonesupport/Variations/win64_development_mono" Replace the normal ksp_x64.exe with the WindowsPlayer.exe, named to ksp_x64_dbg.exe Replaced the UnityPlayer.dll with the one in the same directory Copied over WinPixEventRuntime.dll and Replaced the mono-2.0-bdwgc.dll with yours If I don't do the bdwgc replacement, it doesn't error. Strangely enough, using the normal bdwgc, I am able to attach to the unity debugger and breakpoints do seem to be working
  15. Click on the yellow wrench, see if it's enabled. Again, I can't do anything other than guess without a log file
  16. Do you know which mod did that? This makes it harder, I'm not about to install Kerbinside, that will take up too much time. Have you contacted that author about this problem? Seems there may be an api problem??? I'll still poke at Waypoint manager, but really sounds like something going on with that mod(s). Those waypoints it adds, are they listed in WaypointManager? I assume so, just want to verify
  17. Already does, but I think I will go about this a slightly different way
  18. Most likely nothing to do with this mod, but would need to see the Player.log to be sure
  19. I have a problem which is caused by a vessel keeping the same vessel id after undocking and then redocking. Would it be a problem if the vessel id was changed? The problem arises when a vessel undocks into two. One vessel gets a new id, the other keeps the same id. I'm trying to preserve certain information in the command pod for each vessel when undocked, but share new information when docked. I'm currently using the vessel id for this. The issue is when redocking, since the original vessel id is the same, data which was supposed to be private to each command pod is shared from the original vessel to the newly-docked vessel. I think that if I ensured that the vessel id of undocked vessels gets replaced, the problem would be resolved. Thanks, and Happy New Year to all
  20. Regarding the mod Loading Scene Manager, support ceased when Squad added the their own method in the folder UserLoadingScenes
  21. The resources is currently not working, as you just found out. Sorry, hope to get to it in the near future
  22. Seems that if you specify the name of the transform in a parameter called cameraName: cameraName = transform The following is added to all parts which have ModuleDockingNode via a patch called MM_KSPCamera.cfg: MODULE { name = DockingCameraModule noise = false } so you would have to play around with the patch to exclude certain parts, and then add the module with the camera name via another patch. If no camera name, then it defaults to a transform called "dockingNode", i think
  23. Thank you for mentioning that it works on the stock system. I don't need the logs in this case. Just to confirm, it only adds 1 day in total, no matter how many years pass?
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