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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. As it turns out, the license is (now) ARR, and the author does not want this mod to be continued, so I've stopped and deleted my repo of it
  2. The beta is now a full release: 3.0.1.1 Fixed Invalid Operation Exception, was causing Kerbals to die upon entering a vessel
  3. I have a problem with doing this since I don't have a logitech keyboard Besides, someone else has forked it and done a lot of updates, you can find it here: https://github.com/NiamiTV/KeyShine
  4. It _is_ possible to use multiple drives with symlinks. But expect to descend int symlink hell when you start having other symlinks refer to existing symlinks, etc Very easy to fall down the rabbit hole.
  5. Just an FYI for anyone using this patch. It's broken in 1.11 because the models for the EVA kerbals no longer has Monopropellant. The following is a working update, I left in the old line commented out, so you can see the change. It is safe to put this into older installs as well: // From @snark: // https://forum.kerbalspaceprogram.com/index.php?/topic/176789-does-anyone-ever-put-fuel-in-the-wings/&do=findComment&comment=3420897 // Updated for KSP 1.11, kerbalEVA* had monoprop resource prior to 1.11, in 1.11, they do not, and this patch broke as a result @PART[*]:HAS[~name[kerbalEVA*],@MODULE[ModuleLiftingSurface],!MODULE[RetractableLiftingSurface],!MODULE[ModuleCommand],!RESOURCE[*]] //@PART[*]:HAS[@MODULE[ModuleLiftingSurface],!MODULE[RetractableLiftingSurface],!MODULE[ModuleCommand],!RESOURCE[*]] { @description ^= :(.)$:$0 New and improved model now has liquid fuel.: RESOURCE { name = LiquidFuel amount = 0 maxAmount = #$../mass$ @maxAmount *= 500 } }
  6. Beta release , 3.0.1.1 Fixed Invalid Operation Exception, was causing Kerbals to die upon entering a vessel https://www.dropbox.com/s/ochmvlw16i3ky58/CivilianPopulation-1.8.0-3.0.1.1.zip?dl=0 Please try this out and let me know if it fixes the problem
  7. Another minor issue: 1.11 has a new part, RCSLinearSmall. It is not being patched by ReStock, so it's plume is much larger than other revamped RCS parts which have much more thrust.
  8. It’s difficult, but doable. Repeatable with practice. Lots of practice. And when you think you had done enough, practice some more
  9. Lots of things would be nice. For example, it would be nice if I had an extra 8 hours a day to work on mods. But, since “nice” isn’t always possible, there actually is a “nice” option in CKAN which lets you set compatibility with older versions. And, it’s also “nice” that the version for 1.8.1 works perfectly well in 1.10.1. I support over 230 mods. I don’t have time to do updates which do nothing other than change a version issue when there is a perfectly good workaround.
  10. Notes2Log is a small utility which will let you put notes into the log file, useful when debugging or looking for problems. The screen has 3 areas; a title of the note at the top, the note area in the main center, and a list of available notes on the left. Availability Download: https://spacedock.info/mod/2586/Notes2Log Source: https://github.com/linuxgurugamer/Notes2Log/ License: GPLv3 Available via CKAN Buttons Write to log - Writes the current note (not the title) to the log Save - Save the current note for future use Delete - Delete the current note from the save notes Clear - Clear the current note Dependencies Click Through Blocker ToolbarController SpaceTuxLibrary Usage Refer to the images below for the following. Buttons are bolded: Alt.Skin - Change the skin used Note: Enter the note title here, used for reference, NOT written to the log Text area: Enter the note here Write to Log: Write the current note to the log Save: Save the current note for future use. The title will be added to the list along the lft Delete: Delete the current note Clear: Clear the current note Pics Initial screen when no notes are saved A screen with two notes: The same screen using the regular KSP skin
  11. Do you have any mods installed? And if you do, how did you install them
  12. I was pinged about the entry, I didn't realize that my last one is there. Sorry, I'll get it removed
  13. I have both working in a dev environment, but I need to finish another couple of mods before getting back to these two. May be a couple of weeks.
  14. I've started my process to adopt this mod
  15. That will be me :-) yes, will look at it. Edit: Looked at AirPark. I'll probably adopt that as well, and release both at the same time
  16. @m4v Are you going to update CKAN with your current version?
  17. Not 7. Squad updated Unity for 1.8, which also changed from .net e.t to .Net 4. This required many mods to be recompiled, and I don’t trust ANY dll from 1.7.x or earlier on KSP 1.8, 1.9, and 1.10
  18. For this and most mods, the source code is on Github. The steps I followed are: I first forked the repo so I had my own copy under my account on Github. I then cloned the repo (made a copy) on my local system. I edited the project files, updating them to use an environment variable which points to my development install. Then I opened up the project in Visual Studio. I updated the .Net version to 4.7.2 I removed some system-specific settings (specific to the previous maintainer’s computer) I was then able to do a clean compile. Now, this was the 4.3 version. I downloaded the 4.4 version from Curseforge. I copied the parts files to my dev directory. Now comes the magic: I was able to decompile to code which was in the dll for the 4.4 version, and copied over the 4.4 specific changes
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