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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Ok. I'll look at it tomorrow night. So far you are the only one reporting this error
  2. This bug has been in it for a long time. I may take a stab at it tomorrow night on my stream.
  3. The latest is working, there is one issue that if a kerbal is in a command seat, you can see him through the vessel
  4. It was done. When you uploaded to Spacedock, you enabled the box to allow a CKAN entry. The entry failed it's checks, I fixed it and got it in. Just go into CKAN and type "capsul" in the search field
  5. Looks like the key settings are hard-coded for now. Hullcam is using the standard input.GetKeyDown() & Input.GetKeyUp(). You need to check with KoS about that, he's recently done a lot of chagnes
  6. Mod requests are fine, especially something like this. What is frowned on is bugging a modder about an update, or demanding something. This is a great idea, I hope someone picks up on it.
  7. Very nice indeed! Any chance for CKAN? You have a typo, instead of "where" you want "were"
  8. You have a lot of good ideas. While I'm maintaining this mod, I'm not interested in doing the amount of development that your ideas would require. I'd be very happy to turn the mod over to some people who would have the enthusiasm to actually do this. I can only do development on one or two mods at a time, and I'm fully booked for the foreseeable future.
  9. Any chance to get this in CKAN? I'd be happy to add it for you, if you ask.
  10. New release, 1.1.10 Copied config to new part with default size to be 1.875m instead of 1.25 Make new part to be roughly equivalent to the stock mk1-3 Made original into "Hidden" so it won't show up in the editor any more Created patch to remove the Hidden option from the 1.25m part if desired Updated the science experiment to use same localization as the stock in both parts Moved MM patches into their own directory Updated MM patches to work with the new part
  11. Then that was my mistake. L-Tech & Station Science both definitely do take time to run, however. Another one which seems to take time is Nehemia Engineering Orbital Science, and there are others as well
  12. But those are only config files. I manually installed them into a test and they worked fine. The DLL is 1.10.1-3, it's only the config files which are listed as 1.2.2.1 Different subject: Now that tags are fully implemented, how does one search on a tag? For example, a common tag is "plugin", so how can I do a search and show all mods with plugins? or all mods which have the "science" tag? When I click the up-arrow at the bottom, it shows all the fields, except for tags
  13. I am interested in this issue, if you can recreate it. The Time UI bug has been fixed last night, and I just fixed another bug which was occuring when trying to update funds in a Science or Sandbox game. If you are up to it, please try to recreate the issue using this beta: https://www.dropbox.com/s/oyq89kr113mfrqb/CivilianPopulation-3.0.1-BETA.zip?dl=0 and let me know the result. I'd also need the save file and the modified parts. @JcoolTheShipbuilderThis is a slightly updated beta. Thanks
  14. Forgetting Kerbalism for a moment, there are several other mod which require time for experiments to be run, such as L-Tech ( which I recently adopted and updated), Station Science, DMagic Orbital Science, KNES, and Im sure there are others
  15. @JcoolTheShipbuilder This fixes the problem with the time button: https://www.dropbox.com/s/f3zdagve6eflu1v/CivilianPopulation-3.0.0.9-beta.zip?dl=0 Please test and get back to me with your results.
  16. I just went through this log file, I didn't see anything bad about CP. A number of errors in other mods, but nothing for CP. I really need a log file, the Player.log, please. I'm starting to look at this mod again, but need the logs. Save file will be useful as well Without a log file I can't help. I just installed and tested this, all the models compiled properly
  17. Thank you for translating. Make sure you have all the dependencies installed, that's usually the problem
  18. For some testing, I need to be able to generate a comet on the fly. I haven't had much luck looking at it, was wondering if anybody might have? I need to do it in stock, not Kopernicus
  19. It actually is on the stock settings page, but without a window it would be not be possible to dynamically adjust the sizes.
  20. Ummm, this isn't my first time around the rodeo :-) Drag cubes don't need to be defined in most cases, the game does that automatically. But it is something I'll be looking at
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