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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. The primary place for KSP mods is Spacedock, not Curse. But the best way to install mods is using CKAN
  2. I'm confused. Is it working? Do you still need help? Where did you first download it from?
  3. 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
  4. 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
  5. 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
  6. 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
  7. @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.
  8. @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
  9. I'll look into this. I'd like the playlist, please
  10. @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.
  11. Reduce your resolution in the game to 1/2 or even 1/4 resolution.
  12. 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
  13. 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
  14. I'm currently using it in a 1.10.1 game, haven't seen any issues
  15. I'm not complaining. There may be some stuff which is hard-cooked, I'll know more tomorrow
  16. Ok. I'll look at it tomorrow night. So far you are the only one reporting this error
  17. This bug has been in it for a long time. I may take a stab at it tomorrow night on my stream.
  18. The latest is working, there is one issue that if a kerbal is in a command seat, you can see him through the vessel
  19. 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
  20. 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
  21. 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.
  22. Very nice indeed! Any chance for CKAN? You have a typo, instead of "where" you want "were"
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