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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Thank you for the link. It's great, and I'll probably discuss the during one of my next streams
  2. There needs to be something to do underwater that you can't do elsewhere. What about a needed resource that is very rare above ground, but more plentiful underwater?
  3. I think it's the stock settings window. Hit escape, then click the settings, then click the Difficulty Options
  4. Well, you didn't list that, so I couldn't even suggest it. Glad you got it solved. Why don't you send a message to the TU maintainer about it
  5. New Beta Release, 2.8.2.2 Added page to select import of custom waypoints Patchmanager configs removed Moved icons into PluginData Changed loading of icons to Toolbarcontroller.LoadImageFromFile Added selection window to load custom waypoints Split big CustomWaypoints.InterestingSites.cfg into planet specific files https://github.com/linuxgurugamer/WaypointManager/releases/tag/2.8.2.2 Note: This has hard dependencies on the following: Click Through Blocker ToolbarController
  6. Just an FYI for everybody, I wasn't clear in the previous post. This mod is now out of beta
  7. You know, after looking at the code and fixing this bug, I think it has been in there for a very long time and was just not noticed until now
  8. A missing toolbar button usually means that 1 or more dependencies are not loaded properly. Post a log file, Player.log and we might be able to figure out what you need to do.
  9. New release, 3.0.0.9 Fixed bug which would create a new kerbal when a kerbal went eva from anywhere on the same vessel
  10. Ok, I got the logs. Just an FYI, output_log is not used by KSP starting with version 1.8, I'd suggest that you delete it to avoid confusion. Not a problem for me, just in general.
  11. I found and fixed this bug. Fixed in next release
  12. Contact the Kerbalism people. This is nothing to do with this mod, this is caused by a bad patch. I do not support Kerbalisn in any manner whatsoever
  13. I've enabled the Issues on Github, would be helpful if you could file issues there as well as here. So, when these new kerbals show up, I gather they are just showing up in the list, they aren't in EVA, are they? Also, it would be helpful to supply a save file so I don't have to first work out what parts you are using in the vessel. And more, you appear to be using some sort of Life Support mod, which one is it? I can replicate the but, but for me, it appears as soon as I send a Kerbal on EVA. Can you check to see exactly where it is happening for you?
  14. In the stock solar system, I've done Eve flyby, Moho, Duna, Kerbin, Minmus, and Mun landings. No real issues other than what is already noted, and poor performance in certain environments of course. I meant, did you land on every planet with a planet pack, such as GPP or JNSQ?
  15. This is going away in the next beta, I've written a nice UI to select the custom configs, as well as breaking up one of the available custom configs into individual files for each stock planet.
  16. I dont need the log posted in chat. Small snippits are fine, especially when linked to the full log. There are a few mods that TE is not compatible with, which is why CKAN won’t allow you to install it. Since you went ahead and installed it anyway, you are running into the incompatible issues
  17. After testing this on stream, using both the older version and my new version, I see that the selected waypoint IS showing in the navball. This test was with a minimal install, so even though you may think you have a clean log, I still need to see it in order to get an idea of what might be going on
  18. It never was going to be dependent on Kopernicus, although it would have been complementary to K. And, no work has been done on this yet
  19. I wasn't criticizing, and do wish you good luck with it. Good point, but I think you should look for a small team to help you with the testing. That way you and they can learn what to do and how to do it. Tell me about it although I am still working, albeit from home
  20. You aren't an idiot, but I'm not going to fork it. For two reasons. First, someone else already did. Second, and more importantly, Kopernicus is a mod that requires a huge amount of dedicated time. I don't have that much time. It needs it because it goes extremely deep into the guts of the game, which changes every release. I have a huge amount of respect for @Thomas P. for the work and dedication he put into it. I don't know @prestja, so far all he has done is change the version number and rebuild, so I don't have any feel for how good he is. However, I am concerned because it seemed that he merely rebuilt it and released the beta without any test, relying on players to do the testing. Time will tell if he has the ability and dedication to devote to the mod. The comments in his thread here indicate that not everything is roses, there are some significant issues being reported. Nothing gamebreaking, time will tell.
  21. Another small improvement, Beta 5 https://github.com/linuxgurugamer/ClickThroughBlocker/releases/tag/0.1.10.5 Added cleanup class to cleanup all input locks after a delay, immediately upon changing scenes Added cleanup delay to settings page I noticed in my game last night that there were a number of times when the input was locked immediately after changing scenes. While I'm sure it's not caused by this (I was seeing it before as well), the new changes gave me the ability to add a small fix. Now, immediately after changing scenes, this will clear all the input locks after a specified time, default to be 0.5 sec, and the default time delay can be changed in the settings. Also, some have noticed that I added Kerbal Changelog as a hard dependency in CKAN. I felt it was necessary to make sure people actually saw the changelog for the new changes Again, please test, this is a case where silence is NOT golden
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