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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. It’s difficult, but doable. Repeatable with practice. Lots of practice. And when you think you had done enough, practice some more
  2. 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.
  3. 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
  4. Do you have any mods installed? And if you do, how did you install them
  5. I was pinged about the entry, I didn't realize that my last one is there. Sorry, I'll get it removed
  6. 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.
  7. I've started my process to adopt this mod
  8. 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
  9. @m4v Are you going to update CKAN with your current version?
  10. 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
  11. 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
  12. It would help if you broke it out into separate steps rather than one huge paragraph
  13. I reviewed @Comike14 PR on github. Nothing difficult, just updating libraries and references. So I'm thinking (again) about adopting this mod. However, will ping @Fengist to see if he is around.
  14. Ok, you got the right version. It’s still in beta since no one ever responded to my post. that being said, if you could post the craft file, I’ll look into it in the next few days. Sounds like a simple fix, as long as it isnt hiding something else. a full log file would also help.
  15. Crashes like that are often hardware problems. I suggest you run some memory diagnostics on it
  16. It would help if you looked at the OP. IN HUGE LETTERS it says to read the following post: PLEASE READ THIS POST FOR INFORMATION ON THE FUTURE OF THE MOD
  17. @blackheart612 You may want to update the thread title to indicate compatibility with 1.8, 1.9, 1.10, or at least just 1.10.
  18. @evileye.x I’m not sure what “Grounded” mod is. Re NIMBY, im not aware of any problems between it and KCT. No idea about it and KK, although i have no idea what could be a conflict. You should set up a new install with the mods, add in VesselMover and Hyperedit, cheat a few vessels to various places and then see how the mods work. An hours work and you will have your answers. Re. the “fun” aspect, its all up to you. Some people would enjoy the challenge, others would tear their hair out. It _would_ encourage the construction and usage of both land and water vehicles. Oh, and all the mods you mentioned work in 1.10.1
  19. I'm currently deep inside the CactEyeOptics mod. One of the things being added to CactEye is KAC integration for the new experiment. Since what will be needed in KSTS will be exactly the same, I'll get to it when I'm done with CactEye
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