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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Problem with gravity assists is that you have to be extremely accurate. Most people aren't that good.
  2. Its part of Tweakscale, post in that thread. or, just follow the instructions
  3. 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
  4. Can you post a patch with the changes that you made to fix it?
  5. Install the ZeroMiniAvc mod, it will delete the bad dlls
  6. The model names are hard-coded, so I had to add the new models
  7. 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.
  8. @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
  9. 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
  10. 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
  11. 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.
  12. New release, 1.1.1.6 Added new EVA models maleEVA femaleEVA kerbalEVA_RD_Exp kerbalEVA_female_Exp kerbalEVA_RD_Future kerbalEVA_female_Future New release, 1.1.1.7 Thanks to github user @lampeh for this: Fixed duplicated selectMouseButton, added selectKeyButton
  13. New release, 1.1.6.3 Made entire assembly always resident (1.1.6.2 didn't fix the problem) Added 1/20 second pause when going into the Tracking station to let KSP finish waking up
  14. New relesae, 0.9.4 Changed module name to StandAloneAlcubierreDrive to avoid conflicts with KSPIE
  15. New release, 0.1.6.3 Fixed .version file for correct install location
  16. Do you have the mod which hides empty tech tree nodes installed? I have no idea why, but in my game, I had it installed, uninstalled it while looking for a problen, and then reinstalled it, and the tech tree got bugged just like what you see.
  17. Ok, I'll look at it this evening. You can ignore it for now, it's just a warning message
  18. What version? Not sure what you mean by the above statement, but the @TeddyBearBonfire was commenting on 0.1.6.1. How did you install it?
  19. Lol, I won't be able to do anything until Sunday at the earliest, but thanks. Was only trying to get an idea of when you would release, didn't mean to have it seem like any pressure
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