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KSP2 Release Notes
Everything posted by linuxgurugamer
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
linuxgurugamer replied to JPLRepo's topic in KSP1 Mod Releases
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 -
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
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Would like a multi-controller for the robotic parts
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mods Discussions
I was, will be trying it out. I was trying to reduce part count, not sure if it will help. -
[1.12.x] Civilian Population Modernized
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
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. -
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
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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
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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
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[1.12.x] Civilian Population Modernized
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
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 -
Would like a multi-controller for the robotic parts
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mods Discussions
Yup, that's what I mean -
[1.12.x] Civilian Population Modernized
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
@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. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
linuxgurugamer replied to stupid_chris's topic in KSP1 Mod Releases
@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 -
[1.12.x] Soundtrack Editor Forked
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I'll look into this. I'd like the playlist, please -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
linuxgurugamer replied to RoverDude's topic in KSP1 Mod Releases
Thanks, I'll just delete it for now -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
linuxgurugamer replied to RoverDude's topic in KSP1 Mod Releases
@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. -
SRB's won't work?
linuxgurugamer replied to Steller dude 63's topic in KSP1 Technical Support (PC, modded installs)
Reduce your resolution in the game to 1/2 or even 1/4 resolution. -
[1.9.x] K2 Command Pod: Two Kerbal stock-alike pod
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
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 -
[1.12.x] Toolbar Controller (for modders)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
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 -
I'm currently using it in a 1.10.1 game, haven't seen any issues
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[1.12.x] Civilian Population Modernized
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I'm not complaining. There may be some stuff which is hard-cooked, I'll know more tomorrow