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Everything posted by linuxgurugamer
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Request for Mod Maintainer/Handoff
linuxgurugamer replied to Northstar1989's topic in KSP1 Mods Discussions
Ok, I'll go ahead and work on the adoption. Initially, it will be using the same parts as the original. I will look at the alternative models later. One thing I think can be added or fixed is related to the need for a decoupler beforehand. I think that doing some sort of a delayed activation after staging may be easier, along with a built-in decoupler so that you don't need to add that extra part -
New release, 0.5.6.5 Added Stock Settings page to control alternate skin use Added back normal stock skin
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Request for Mod Maintainer/Handoff
linuxgurugamer replied to Northstar1989's topic in KSP1 Mods Discussions
I am interested, although not a part modeler. The code is one thing, looks like there are several usable suggestions in the other thread. I would defer to @FreeThinker first, since he was (apparently) the last person to touch the mod. It not actually a mod that I would use much, especially on kerbin, but on another planet, would be much more useful when there is no atmosphere to get into way -
I’ll take a look at it in the morning, its possible I removed it. If so, I’ll add it back with an option to use one or the other
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Yes, sorry about that. Inwanted tomake the wheels appear in the correct orientation, but that messed up the wheel as you saw.
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[1.12.x] Part Commander Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
open an issue, it's low priority right now. thx -
Check the Settings page
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There is a general technique which can be used to narrow down a problem. It's used quite frequently by players in KSP to find mods which are acting up. This is both a description of the technique, and the videos are showing how I used it on two lives streams (5/10/2020 & 5/21/2020) when a problem appeared in a new, heavily modded game. The simple technique is as follows. While the discussion will be aimed at a Windows system, it applies equally well on a Mac or Linux: Definitions KSPDIR - Main KSP directory, where the exe file is Steps Most important, copy the ENTIRE KSPDIR into a new location. You can use this new copy to do your testing, or use the original (if playing via Steam) and use the copy as a full backup. Create a new folder in KSPDIR, call it: DisabledMods create another folder called: GoodMods. This is where mods determined to not have an impact on the problem will be moved to. Open the GoodMods folder, move it to the left. Open DisabledMods and move it to the middle Open the GameData folder, move it to the right side You should have three folders open, GoodMods on the left, DisabledMods in the middle and GameData on the right Select half of the folders in the GameData, but do NOT include the Squad folder. You can include the SquadExtensions if you like Note: Some mods have dependencies, if you remove a dependency, the mods won't work. Of note is that there will most likely be some folders in the GameData which begin with 000_ or 001_. These folders are usually the dependencies. Of specific note are the following. which are dependencies of most of my mods: 000_ClickThroughBlocker 000_ToolbarControl Move the selected folders to the left, into the DisabledMods folder Test the game, and see if the problem still exists Exit the game If the problem still exists, then move all the folders in the DisabledMods folder into the GoodMods folder If the problem does NOT exist: then move all the folders (except Squad) in the GameData folder into the GoodMods folder. Then, move all the folders in the DisabledMods folder back into the GameData folder Test the game again, to verify that the problem reappears.This is important, because sometimes a problem is caused by two mods interacting with each other in unexpected ways. Go back to step 8 and test again. Keep repeating the cycle until you've identified the bad mod. So, assuming you have a simple problem and 100 mods, this will take no more than 7 repetitions before you isolate the bad mod Sometimes, however, it pays to make an educated guess to shorten the process. In the videos below, I use playing in an about 200 mod folder, and given how long it takes to start the game, I tried to shorten the process. An educated guess is thinking about what's going on, and trying to first move mods which would logically have no relation to the problem first. For example, parts-heavy mods usually are safe to move out. A few notable are: KWRocketry, SpaceY and SpaceY Expanded, RLA, SXT, etc. If in doubt, look in the mod directory for any file which ends in .dll. Quite often DLLs will be inside a folder called Plugins, sometimes they will be in the top directory of the mod, and very rarely somewhere else. Issues are usually caused by code in the DLLs, so if you have a parts mod with a dll file, you may want to consider initially leaving it. For example, the SXT mod has a DLL called ModuleBounce.dll, which is used for the airbag part. This is where the educated guess comes from; in this case I know that ModuleBounce.dll is only used by one part, and that part hadn't been used in the problem. (actually, SXT wasn't installed in the game, but you get the idea) So, a modified set of steps may include: Most important, copy the ENTIRE KSPDIR into a new location. You can use this new copy to do your testing, or use the original (if playing via Steam) and use the copy as a full backup. Create a new folder in KSPDIR, call it: DisabledMods create another folder called: GoodMods. This is where mods determined to not have an impact on the problem will be moved to. Open the GoodMods folder, move it to the left. Open DisabledMods and move it to the middle Open the GameData folder, move it to the right side You should have three folders open, GoodMods on the left, DisabledMods in the middle and GameData on the right Move the mods which, in your opinion, are not related to the issue to the DisabledMods . Pay attention to the larger mods, such as big parts mods. Moving them out will reduce the load time of the game, very important if your system is not lightning fast. Run your test. If the problem still occurs, then you have just eliminated some possibilities and speeded up the test cycle. Move the folders in the DisabledMods into the GoodMods From this point on, it mostly the same. Select half of the folders in the GameData, but do NOT include the Squad folder. You can include the SquadExtensions if you like Note: Some mods have dependencies, if you remove a dependency, the mods won't work. Of note is that there will most likely be some folders in the GameData which begin with 000_ or 001_. These folders are usually the dependencies. Of specific note are the following. which are dependencies of most of my mods: 000_ClickThroughBlocker 000_ToolbarControl Move the selected folders to the left, into the DisabledMods folder Test the game, and see if the problem still exists Exit the game If the problem still exists, then move all the folders in the DisabledMods folder into the GoodMods folder If the problem does NOT exist: then move all the folders (except Squad) in the GameData folder into the GoodMods folder. Then, move all the folders in the DisabledMods folder back into the GameData folder Test the game again, to verify that the problem reappears.This is important, because sometimes a problem is caused by two mods interacting with each other in unexpected ways. Go back to step 11 and test again. Keep repeating the cycle until you've identified the bad mod. ========== Real Life Example Over the past two nights, I've engaged in a common situation where two mods were interacting badly and causing strange errors in the game. To make it worse, I had no idea which mod(s) were the problem, and I had about 200 mods installed. I've taken the stream videos and edited out some superfluous parts, and am presenting them here. They ARE long, but both show the techniques used by many people to isolate and figure out which mods are causing problems. This first video starts when I am starting the troubleshooting session. There are 200 mods installed, no idea which mods are the problem: This second video is after I've figured out the first mod, and am starting to look for the second mod which was an issue:
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New release, 0.3.29.4 Reverted changes to truck parts Fixed node on truck beds Fixed orientation of wheel boxes upon creation Note: Trucks are configured to be built in the SPH
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from where? That's a spacedock issue, I'll contact them. For now, try getting it from Github: https://github.com/linuxgurugamer/SXTContinued/releases
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[1.12.3] KISS - Kerbal Improved Save System
linuxgurugamer replied to Aerospike's topic in KSP1 Mod Releases
It seems to be fine in 1.8.1. And yes, it can be safely removed. Just to follow up on this, I have opened an issue on Gitlab about this problem.- 78 replies
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- kerbal improved save system
- kiss
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(and 1 more)
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[1.12.3] KISS - Kerbal Improved Save System
linuxgurugamer replied to Aerospike's topic in KSP1 Mod Releases
Hate to say it, but this mod uses threads, which is a big no-no in 1.8 and above. Threads is what broke MiniAVC. I had to remove this because of some strange errors, most likely IMHO the threads- 78 replies
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- kerbal improved save system
- kiss
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That's the result of changes I made. The parts were coming into the scene incorrectly, so I had to rotate them. Sorry, it didn't occur to me that there would be issues like that. Again, result of some rotations, mostly for asthetics on the wheel. I'll revert the wheel changes and test it before sending out another update. Thanks for the quick test and reply
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It was a problem with Spacedock, it's been resolved and it's working again. I just installed SXT via ckan
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I forget the name right now, but I recently adopted a floodlight mod. Ah. Found it. It's called Tracking Lights
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Ummm, what errors? I'll add that while you should always give more information than "it's broken", I have been able to verify that there is a problem, but I'm not sure if it's CKAN or the mod; I can download and install the mod by hand from Spacedock, so I doubt it's the mod. The error is an extraction error, I'm waiting to hear from the CKAN folks about the report I posted
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New release, 0.3.29.3 Fixed truck attach nodes and orientation of all parts
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Thank you, I'll get it fixed Monday evening