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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. No, I didn't. It's called being helpful and anticipating a customer's needs. Sometimes someone won't realize that they need the PartInfo functionality. This way they don't have to stop, lose what they are doing in order to download and install another mod. It's not that much code, and IMHO, the benefit outweighs the minor drawback. And it really is minor. There is no performance impact, nothing is forcing itself into someone's face, the information will just be there when they right click ona part in the part list, and there will also be a PAW action to show the info for the part that they are currently working on
  2. New release, 1.3.6 Thanks to @JadeOfMaar for this entire update Added tags. Rebalanced rocket engines: VTx-202: I've made it into a mid-point between the Reliant engine (good thrust with 310s Isp in vac, 265s ASL) and the Terrier (345s | 85s) by giving it 325s in vac, 195s ASL. TRR-1: I've changed it to have 330s vac | 132s ASL from its original 325s | 235s. It now competes with the "Pug" vacuum engine from Restock Plus. ILX-40: I've changed its Isp from 370s vac | 325s ASL to 305s vac | 275s ASL and slightly buffed its thrust, slightly lowered its mass. It now has 88% the mass and thrust of the Thud engine. Rebalanced jet engines: XJ-48k Vector: Fixed excessive or obsolete settings that drive its performance as an engine. It's also set to become very thrusty and to lose efficiency at Mach 2 (Isp starts at 8000s but falls to 4000s. Isp changing by velocity is a stock feature) and work up to about Mach 3.1. It should be a bit of "Panther jet on steroids." MJ-88 Mini Vector: basically made it like the stock J-20 Juno. Other fixes such as: Check (mostly reduce) heat production in the engine modules (many of them are really really high), add missing keys to draw the Oxidizer gauge in staging when LFO engines are on, and raise heat limits from 2000K to 2500K, granting that much needed better survivability over stock engines. The jet engines also get their atmo power curves expanded so they rightfully produce more thrust in thicker atmospheres. (This does not mean they gain Isp.) And the rocket Isp curves are also extended to whatever atmo pressure they would logically flameout at.
  3. Besides, DangIt lets you know about issues, no need for yet more noise
  4. Because most people won't know about your patches. If someone is using NodeHelper, then they are going to need to know the internal names of the parts. Without one or the other, it's more difficult. And, because I've added some functionality which you can't do with your patches. There is now a PAW action to show the partinfo data for parts which are already placed in the editor. The Partinfo code does not run when in flight, it destroy's itself if it's not in the editor. You are free, of course, to delete that patch and use your methods. In that case, there will be less then 1k of code which won't be executed at all in the mod
  5. New release, 0.1.10.6 Restored missing files which were causing both reported problems
  6. In that case, since you seem to be unwilling to help, kindly avoid the curse words and accept the fact that I am human, alone, unpaid, etc. And that occasionally things do get past me. Both reported bugs seem to be a result of some missing files in my last commit. What was puzzling was that my local compiles were working, but the released version was not. I'm rebuilding it now, will test the release version before releasing
  7. Naming the file with curse words is not conducive to my being willing to go the extra mile. I'll see what I can do, but I dont' have a lot of time right now You are absolutely correct.
  8. See my edited reply, I'm fixing it now New release, 1.5.1.3 Fixed the internal ModuleNMPartInfo (was missing and patch was bad)
  9. Look very carefully at the patch. It is very specific, if you do NOT have PartInfo installed, THEN it adds a reference to it's own. Which, is the real problem, it's not there. I'm fixing it, it is supposed to add a link to it's own PartInfo module (ModuleNMPartInfo), looks like the wrong version got committed. It's there because if you are using NodeHelper to work on nodes, knowing the partinfo is very useful as well.
  10. Would have been nice if some more people would have tried the beta. Its very discouraging when I ask for help and only one or two people respond. And I'll say it again. KSP.log is useless. I need the player.log. I'll take a look at it in a few minutes, if it isn't something silly I'll pull it. You do have the current version of the toolbar controller, right? There should be a new button which clears all input locks. If you aren't seeing it, then you are missing something
  11. New release, 0.2.0.1 Added random number to first windowId Added support for ButtonManager This adds a new dependency, SpaceTuxLibrary
  12. I documented each beta, some work got removed as unnecessary,etc
  13. I've upgraded the beta to be the full release. 1.10.5 All changes since previous release: Added Settings page Added new setting to specify Focus follows Click Added code to have the focus follow the click instead of the mouse, for both editor and flight modes Added initial window to select mode, shows one time only Modified the CBTMonitor to not run in any scene other than the editor Fixed window data not getting cleared properly Removed need to save window rect Reorganized code a bit Removed some unnecessary assignments Added stock settings page to support the FocusFollowsClick mode Removed need to save window rect Reorganized code a bit Removed some unnecessary assignments Added stock settings page to support the FocusFollowsClick mode Added cleanup class to cleanup all input locks after a delay, immediately upon changing scenes Added cleanup delay to settings page
  14. New release, 0.0.3 Added modname into partinfo output Added PartInfo action in editor, to show partinfo for selected part already placed in window Has button to copy to clipboard
  15. Both are very elegant means of displaying the information. I like having alternatives, even if one is mine. But I don't understand the second one. As it is, it will only touch the EAS External Command Set. Yet your example shows from Near Future Launch Vehicles in red. Did you paste the wrong stanza?
  16. @Angel-125 It's always bittersweet when a mod you've slaved over suddenly appears in stock. On the one hand, there is all that work, on the other, vindication. It's happened to me several times. Thank you for all the work you've done on this and other mods.
  17. S.A.V.E does full backups of the save, including craft files, and whatever else is in the save directory This does a quicksave, meaning that it quicksaves the game into a new persistent sfs & meta file. Quicksaves can be loaded immediately inside the game, S.A.V.E. backups can't, you need to restore a backup, which restores everything from the backup for the selected save
  18. Or you could install the mod Partinfo, which displays a bit more info for all parts:
  19. There was probably another mix of mods causing the problem. They get recreated every time you start the game. For me, just took a minute or so to load in a minimal game
  20. Do they not load, or is it just complaining? Many mods don't have drag cubes on the parts. The game merely says that they aren't there, but if you read a bit further, you'd see: It generates new cubes. I loaded it up, and while I didn't do much, everything loaded. @NESD I don't think there is an issue here
  21. For anyone interested, my Quicksave mod: I've pulled it all out of S.A.V.E., and the only changes I have left in my local copy of SAVE are: Replaced all threading code with CoRoutines Removed asynchronous setting Rewrite config saves to standard ConfigNode format Adjusted height of the Status and Clone pages to no more than 1/2 of the window height These two were in a PR I submitted more than 1 1/2 years ago: Added GUI.DragWindow if fixedWindowFloating was true Fixed bug where excludes list was being cleared Moved windowPos from settings.cfg into main settings file Added option to set the window position For now, I'll keep these local to avoid any unexpected versions in the wild. If @Nereid does reappear, I'll offer to do a PR, and will even undo the threading to coroutine change if that's what he wants. @Lisias I'd be interested in seeing your change to fix the crash issue, could you please let me know when you have a PR submitted? Edit: I've just heard from him, he is around, and hopes to be back in the next few weeks
  22. Large parts mods, mostly. I don't have time to look at the file, but take a look at all the parts mods you have installed, maybe you can cut down some. Looks like HeapPadder is using 2gig, I'd remove it for now, see if that helps Yes
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