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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. To all, I have a regular monthly contribution going to Vitas through Patreon and as of now I am doubling it. It would be nice if others does the same. I hope that my example will inspire other people will do the same to help him out in his costs Linuxgurugamer
  2. Well, I just tested using the same craft file which game me an error message last night, no issues now. So either the game was bugged or it was fixed. I'll try to grab the log file next time it happens (if it does)
  3. Just bigvref messages saying docking put was bugged. I got your latest update, will try the same thing again later to get logs if it happ er ns again
  4. Had a problem last night (logs are lost). A modded career, I had a docking port on the front of the Mk1-3, and another docking port inside a KIS container. Not sure where the error was coming from, I'll try to save the logs next time (was in the middle of a stream).
  5. @DMagic, Got the following error in a game which had Scansat upgraded: [SCANsat] Error while saving settings file from [R:/KSP_1.9.1_Tetrix/KSP_x64_Data/../GameData/SCANsat/PluginData/Settings.cfg] System.IO.DirectoryNotFoundException: Could not find a part of the path "R:\KSP_1.9.1_Tetrix\GameData\SCANsat\PluginData\Settings.cfg". at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x00164] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share) [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare) at System.IO.File.Open (System.String path, System.IO.FileMode mode) [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at ConfigNode.Save (System.String fileFullName, System.String header) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 at ConfigNode.Save (System.String fileFullName) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 at SCANsat.SCAN_Settings_Config.Save () [0x00020] in <9cf62b26bd1745c8ac93bcaa7703d75d>:0 I checked, and there was not a PluginData folder. The error happened multiple times. I'm guessing this may be a result of the upgrade, not sure. But you may want to add a check for the folder's existence, and create it if not there
  6. Two mods, Fusebox and Ampyear. Ampyear is more complex and has more overhead.
  7. No, it's not. The mod was compiled for 1.8, however it is compatible with 1.9. I don't have time to change 200 mods on Spacedock, @Snarkis busy with IRL right now as well; when all you need to do is click the mouse 4 times: At the main CKAN windows, click Settings->Compatible KSP Versions (2 clicks) In the window, click the box to the left of 1.8 (1 click) Click Accept (1 click) CKAN added this capability for exactly this reason.
  8. Curious, have you just not tested it with 1.9.1? Asking since I've been playing it with 1.9.1, haven't noticed anything odd
  9. Problem with gravity assists is that you have to be extremely accurate. Most people aren't that good.
  10. Its part of Tweakscale, post in that thread. or, just follow the instructions
  11. I have over 220 mods, I do not do updates if not needed. Tell CKAN that 1.8 mods are compatible and you will be fine
  12. Can you post a patch with the changes that you made to fix it?
  13. Install the ZeroMiniAvc mod, it will delete the bad dlls
  14. The model names are hard-coded, so I had to add the new models
  15. I absolutely agree. The one problem with KSP is the lack of a story framework for people who want long-term goals. That's why so many mods are focused on contracts, colonication, etc But don't get me wrong: The greatest strength of KSP is the lack of a story framework! Lets people who like sandbox do what they want. Along these lines, having a number of things underwater to do/find/see/etc would be a big boost to the KSP Submarine program, without the need for a proper story framework.
  16. @ev0 I love this, but can't use it. I had it working in a new game, and had to remove it to figure out a mod problem. The game was using the Tetrix Tech Tree. When I reinstalled it, it seemed to ignore the Tetrix configs
  17. That was an addition in beta 0.1.10.3, and is specified in that beta release post: What issue? If it's the input locks, that should have been fixed in the latest beta
  18. No, you should tell CKAN that 1.8 mods are compatible. Modders have a life. There are hundreds of mods which are 1.8 compatible which haven't been updated on Spacedock. I know this because about 200 of them are mine. The solution is very simple, and spares the modders from unnecessary work: At the main CKAN screen, click Settings->Compatible KSP Versions In the main window, you will see all the versions of KSP listed. Put a check mark next to 1.8 and 1.9, then click Accept
  19. Ok, a couple of things. First, about the logs. While providing a snippet can be useful, there is a lot of other information in the logs which is sometimes necessary. It would be best in the future, to provide a link to the full log at the same time when you provide the snippit. I appreciate your trying to 'spare' me the verbage, but it necessary. Second, that is the latest version of QuickMods and QuickExit. Third, Quick Exit is intended to exit a mostly stock game quickly. I would say that in your case, you shouldn't be using it. QuickStart is very good for starting quickly, but Quickexit can be problematical as you have seen.
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