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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. I'm in the middle of adopting the Cacti Optics mod. What would I have to do to make it compatible and to work with Research Bodies? I currently have the following: Let me know if I need anything else
  2. yeah, that's a feature request, but it would make sense. I'll see what it would take to do that Edit: it will work with ResearchBodies, and will be available in the beta when I release it Edit 2: According to this entry in the changelog, it was made compatible back in 2016
  3. I was, will be trying it out. I was trying to reduce part count, not sure if it will help.
  4. ShipSaveSplicer update, 1.1.6 Fixed Netkan install Added informational dialogs at completion of action
  5. Squad says Curse, but I'm not aware of any mods which use Curse as a primary download site. Squad has a contract with Curse, we have no idea what it says.
  6. Nope, no idea, and it's not anything I'm going to be looking into. Off hand, I think that any mod which creates new roles will be incompatible with other mods which also create new roles, since there isn't any defined way to do it, so each mod does it it's own way.
  7. Keep in mind that what I did was to remove the ModuleDeployableSolarPanel , so it probably won't work as part of the SimpleLogistics network any more I don't know why it didn't give an error in 1.9, but I tried a number of things to make it work, and it just doesn't. Something to do with the model of the part in the .mu file
  8. I found the problem for you ( @zer0Kerbal hasn't been around for a while). Download this file: https://www.dropbox.com/s/cc5ipbgf4gf35i9/DeployableScience.zip?dl=0 and replace the file SimpleLogistics/Patches/DeployableScience.cfg with the file in the zip
  9. The primary place for KSP mods is Spacedock, not Curse. But the best way to install mods is using CKAN
  10. I'm confused. Is it working? Do you still need help? Where did you first download it from?
  11. First, make sure all the dependencies are installed, then, if it still happens, you need to provide a log file, the Player.log See my sig for a link on how to get help
  12. When you open the zip file, it has the following structure: GameData QuantumStrutsContinued/ Parts/ QuantumStruts/ quantumStrut/ quantumStrut2/ strutGun/ Plugins/ LICENSE MiniAVC.dll MiniAVC.xml QuantumStrutsContinued.version README.md I didn't bother going any deeper. The instructions are incorrect, I'll get them fixed. You do NOT have to run the Windows_CopyTextures.bat anymore, the need for that was eliminated one or two updates ago. Just copy the first QuantumStrutsContinued folder into your GameData, and then delete the MiniAVC.dll file. Sorry for the confusion
  13. It will work, but there are some significant problems with the colliders, which is why I never continued beyond where it is. @hypodronic was working on it, but haven't heard from him since September
  14. New release, 3.0.1 Thanks to user @pmborg for this: Added ModuleAsteroidDrill and ModuleCometDrill into the Netherdyne Laser Drill Fixed nullref when clicking the time button Fixed nullref when playing in Sandbox during FixedUpdate while trying to update funds Disabled the CivilialPopulationMonitor when not compiled with DEBUG Fixed growth issue to have kerbals born when time is up rather than all new kerbals 1/day Fixed Nullref when saving games AFTER a kerbal was born Fixed bug where a kerbal would have a lesser chance to die the older they got (after 75) Added settings option to specify the minimum age a kerbal can die Updated Crew panel Added buttons at top of each column, clicking on a button will sort by that column, clicking again will reverse the sort Optimized the CrewPanel to only re-sort if something changed
  15. @JadeOfMaarThere is nothing wrong with your patch, you just ran into two bugs headon. This beta fixes them, also added a bit of functionality to the crew screen: https://www.dropbox.com/s/dmniutcg30rwub9/CivilianPopulation-3.0.1-BETA-2.zip?dl=0 I'm quite puzzled why no one reported these before. The big one, which caused you to lose functionality in leaving the scene, etc. has been there for a long time. The other was just mostly a visual (time to birth going negative), it was only checking once a day for births.
  16. @stupid_chris would there be any way for you to use the stock parachute models ? They look so much better ever since they were updated
  17. I'll look into this. I'd like the playlist, please
  18. @RoverDude I got an error while starting up the game. All mods (except the WildBlueIndustries) were installed via CKAN: PartLoader: Part 'UmbraSpaceIndustries/MKS/Parts/LightGlobe/MKS_LightGlobe' has no database record. Creating. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [DragCubeSystem]: Drag cubes not found or cannot be read for part Part. Generating New drag cubes. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) DragCubeSystem: Creating drag cubes for part 'MKS.LightGlobe' (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object at ModuleDeployablePart.AssumeDragCubePosition (System.String name) [0x00088] in <c1858a3f77504bd1aaa946fdccf84670>:0 at DragCubeSystem+<RenderDragCubes>d__34.MoveNext () [0x001de] in <c1858a3f77504bd1aaa946fdccf84670>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00027] in <5aeafee3fea24f37abd1315553f2cfa6>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object It's not critical for me, I'm just setting up an install to duplicate someone else's setup to do some debugging. The complete logs are here: https://www.dropbox.com/s/nays7ar3b608eys/mks-PlayerLog.zip?dl=0 I did a reinstall of all the MKS mods, but got the same error.
  19. Reduce your resolution in the game to 1/2 or even 1/4 resolution.
  20. Yes, which is why I left the old part there, and a patch to restore it. It doesn't make sense as a 1.25m part with two Kerbals
  21. Are you playing a 1.7.3 version? That's what the output.log says. If you are 1.8 or higher, you need to send me the Player.log
  22. I'm currently using it in a 1.10.1 game, haven't seen any issues
  23. I'm not complaining. There may be some stuff which is hard-cooked, I'll know more tomorrow
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