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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. No need to capitalize every work, that makes it hard to read. This is only a Parts mod, so it should work without any work. @Zmeyasays it still works in 1.9.1: This mod doesn't really interest me, so I won't do anything with it.
  2. It's always struck me as odd that games seem to throw away 30+ years of usage, research and development in windowing systems. For example, look at the ClickThroughBlocker mod I wrote to do what the game didn't do. I've always felt that a game should take advantage of available resources. If they did do that, this discussion would never have happened since both the game and mods would simply open a regular window which could be positioned on any available screen. Unity can already access multiple displays, up to a maximum of 8, see this for info: https://docs.unity3d.com/Manual/MultiDisplay.html but, it's not the same as true windows. Also, it has limitations, for example they can only be initialized once, and you can't close them individually.
  3. Just to confirm, the problem happens after you've duplicated a part with symmetry already, correct? What happens if you save the vessel, exit and reenter the editor and load the vessel? I'm trying to identify if this is a problem with the duplicating of the part or with duplicated parts in general
  4. Well, in my short test, 6 fins were ok, 8 were not. Doesn't matter, as long as I can replicate it.
  5. This is perfect, thank you And I was able to reproduce it. Interesting that it depends on the number of fins, worked properly with 6, but not 8 It may be a day or so before I get some time to fix it (and then again, maybe not). Depends on work
  6. I don't disagree with you, in fact, I said essentially the same thing above: 4k screens are here, I have one on my desk A better way to say it, is "nearly half of all respondents". IMHO, the numbers you mention (44%) are very significant, but I wonder how many of the people who weren't interested never bothered to answer. From experience, I'd say that the number is skewed because it isn't a truly representative sample. It's kind of like asking people in a bar if they drink alcohol.
  7. I was able to replicate the problem, it's not specific to 1.8.1 Can you please try this: https://www.dropbox.com/s/g6ksnzy58nu4w6b/000_ClickThroughBlocker-0.1.10.11.zip?dl=0 and let me know if it fixes it
  8. I was able to replicate the problem, it's not specific to 1.8.1 Can you please try this: https://www.dropbox.com/s/g6ksnzy58nu4w6b/000_ClickThroughBlocker-0.1.10.11.zip?dl=0 and let me know if it fixes it
  9. So I can't replicate this here. What I found very interesting is that at the same place where the (single) exception from CBT occurs, there are also exceptions to the following: UnityEngine.Logger KERBALISM.DB.KerbalismData (3x) Part.UpdateMouseOver (5x) KerbalAlarmClock.KerbalAlarmClock.UpdateDetails So I'm curious why you picked on CBT as the culprit? None of the other exceptions is at all related to CBT. Have you written to each of the other mods listed above (Kerbalism & KerbalAlarmClock), considering they Kerbalism has three exceptions to the one in CBT? Edited: I did replicate it, but am still wondering why you pointed out just one of many exceptions.
  10. Taking quotes out of context will make any quote look meaningless. At the time those quotes were made, they were valid (mostly). Looking at them now, of course they seem silly.
  11. CKAN has been updated with the dependency, and I'm updating the OP now. Sorry about that, I forgot it was added
  12. It takes more than just doing a quickload to verify compatiblity. You really need to use it, land vessels on planets, fly in atmospheres, etc.
  13. QuickStart does exactly that: https://spacedock.info/mod/110/QuickStart
  14. @Nereid I just submitted a PR with the changes to support selecting the variable positioning into the config screen
  15. Ok, I'll merge the code and submit a pr in the next day or so
  16. Following up on this: I've closed the issue on Github because I was able to do the same test on a KSP 1.9.1 install with the current version, and it worked without any problem. Your report is lacking in almost everything, including a log file, version of KSP, version of the mod, Operating system, etc. If you can replicate it after rebooting your computer, come back and post the information needed, along with a written list of steps need to follow to replicate it. Include all mouse click, what control the mouse was over, etc.
  17. report it here, in case it's not a bug, someone else besides myself can help sometimes
  18. New release, 0.5.12 Removed all old Blizzy code Removed old dead code Fixed saving of window position Fixed open/close of window when entering scene Added option (stock settings) to remember last checklist Added support for the ButtonManager Added SpaceTuxLibrary as a dependency Cleaned up log lines to avoid double printing of the mod name Added check for minimum KIS version
  19. HI, I'm working on updating the old L-Tech mod. As part of this, I've asked a couple of modders to make me some new parts for the mod. All parts are covered except for some tanks. The mod currently uses the stock RCStankRadialLong. The mod defines three resources Model Rockets Snacks Clipboards I'm not sure yet if the Snacks will stay the same, due to there being Snacks as Life Support in other mods. Regardless, I'm asking if someone would want to step up and make me the tanks. They could all use the same model, and just change the skin for each type. Thanks
  20. It looks like the same issue with a different part module. I just reported it on the bugtracker https://bugs.kerbalspaceprogram.com/issues/25781
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