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KSP2 Release Notes
Everything posted by linuxgurugamer
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A couple of comments: A lot of time and effort is being expended on researching a behaviour which, in many people's opinion, should not be done. It might be better served to first, find all the places where this is being used, and then replace them all with a safe var in the part module. It would certainly be nice to understand what's going on, but the end goal is to fix the bug.
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Nothing popped out in the log file. I've created a simple install, KSP 1.12.5, CC and K-Planes. After starting a new career, I went into the settings, and I do see K-Planes in the Contract Groups. And, after doing an initial orbital mission, I did see 1 contract from K-Planes. I'd suggest you start with a small install and build up from there
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There is a mode where you can see if there are enough chutes on each stage to do a successful recovery. When you change things (such as mass, etc), it needs to be recalculated. Load a craft up, and then click the SR button in the toolbar, it will bring up a window where you can see this info. Regarding calculating, it already only does it when something changes. Regarding a delay, there already is a setting to delay the recalculation, you can change it in the stock settings. The default is 1/2 a sec, you can increase it up to 10 seconds in the stock settings page. There are some other settings there as well which might be of interest, including a toggle where you can disable the mod
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[1.12.x] Prakasa Aeroworks Pods and More Updated
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 0.9.1 Thanks to user @JonnyOThanfor these changes: add RPM module patch move RPM patch to Patches folder initial pass at freeiva support remove oddball vahak iva config first round of fixes for freeiva support most freeiva issues fixed final freeiva fixes fix emissive/light in ankhen pod -
I need a bit of help. There is a file included with the Magpie mod called: MagpieMods\TU_Cfgs\StockConfigBAF.cfg (included in hidden section right below this): I need to be able to change a single line change line 587 from this: model = Squad/Parts/Utility/mk2DockingPort/model to this: model = Squad/Parts/Utility/mk2DockingPort/mk2Dockingport Can anyone help me with this? Thanks in advance LGG
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My guess is that it may have needed Magicore a long time ago, but doesn't anymore. And the same with CC. @zer0Kerbal should update the OP
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Without digging too much, I'd suggest a simple part module to keep track of any unique ID which may be needed by Scrapyard. If it only saves an Id, it won't even take any additional cpu.
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Is it? If it is, then CKAN needs to be updated, it doesn't install CC as a dependency of Scrap Yard. It also isn't listed as a dependency in the forum page. Also, according to the forum page for Scrapyard, Magicore is a dependency So, as a test, I tried to replicate this, using the following steps (short answer, the errors did happen): Clean install via zip (I use the downloaded zip from the IG site, not Steam) Added to CKAN Installed ONLY the following: Scrapyard ModuleManager (added as a dependency) Started the game Got the following errors: Here is a zip containing the listed files: https://www.dropbox.com/s/zl2cv4agki39ld4/Scrapyard-errors.zip?dl=0 ModuleManager logs Player.log KSP.log ModuleManager generated files in GameData: ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManger.Physics ModuleManager.TechTree So, it seems that whatever is going on with KSPCF, it has nothing to do with what's going on here. These results duplicate those of @1nsert_brain . So can that part of the discussion just be dropped and concentrate on what's going on here? FYI: I was planning on doing a bit more testing, but since the errors happened on my very first, minimalist test, I'm not planning on doing anything more here. I would be willing, if requested, to perform specific tests, as long as it doesn't take too much time.
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Given what's been going on, would be good to know the following: How did you install the mods What version of each? If not the stock MM, which one was it?
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@AtomicTech I have an updated set of engine configurations (RestockWaterfallExpansion/Engine Configurations) which fixes the problem of this overwriting JetSoundsUpdated. Let me know if you'd like me to send it to you Given the way this is written, this can only be fixed here, not in the JSU mod
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[1.8.x, 1.9.x, 1.10.x] Jet Sounds Updated
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Ok, so sadly, this isn't anything I can fix, it would have to be done in the RestockExpansion mod. @AtomicTech Would you consider adding a !JetSoundsUpdated to the sounds files in RestockExpansion? From looking at one of the files, i t looks like you would have to split each file into two seconds, one dealing with the sound replacement and the other with the ModuleWaterfallFX -
[1.8.x, 1.9.x, 1.10.x] Jet Sounds Updated
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I wonder how these sounds compare to the ones included with RealPlume? -
[1.8.x, 1.9.x, 1.10.x] Jet Sounds Updated
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I'll look at it, probably just adding an AFTER clause will fix it. To save me time, can you show me exactly what's going on?