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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Very nice. Can't wait for the next chapter perion
  2. Update,1.3.0.1 Merged in changes from @theonegalen's patches @Patrick_the_big just gave me access to the Spacedock entry for the mod. I won't upload a new version until I'm ready to update the netkan, since the install directory is now changed
  3. Ok. Steam workshop doesn't work for people who don't use Steam. And frankly, most mods are in CKAN, there are a few significant authors who don't put their mods into CKAN, but you can install their mods by hand and use CKAN for as much as you can
  4. It very specifically works with RealPlume, there are specific patches in for it, and that's what I had to fix Yes
  5. The version you should be using is 0.3.6.1, it works for both 1.8 and 1.9 I don't know what you mean by the "version 1.9.0" Also, be sure to have ZeroMiniAVC installed, your crash/freeze most likely isn't this mod but something else.
  6. I've started a new thread, please move all conversation about my release there:
  7. Jet Sounds Updated Jet Sounds was an amazing mod that eventually stop being updated. After this happened many people wanted the creator to keep developing it, or for someone to release their own copy that worked. History Original mod by @JeanTheDragon: https://forum.kerbalspaceprogram.com/index.php?/topic/145737-* Continued by @Patrick_the_big: https://forum.kerbalspaceprogram.com/index.php?/topic/171222-* Adopted by myself, @linuxgurugamer This mod replaces the stock jet engine sounds with their realistic counter-part; J-20 "Juno" > Garrett TFE731 J-33 "Wheesley" > CFM International CFM56 J-90 "Goliath" > General Electric GE90 J-404 "Panther" > General Electric GE404 J-X4 "Whiplash" > Rolls Royce Olympus CR-7 "R.A.P.I.E.R." >SABRE (This is cool, go check it out here!) Now with Partial-support for SXT Continued! Availability Source:https://github.com/linuxgurugamer/JetSoundsUpdated Downloadhttps://github.com/linuxgurugamer/JetSoundsUpdated/releases License: CC-BY-NC-4.0-I CKAN & Spacedock, soon
  8. New release, 0.0.1.2 Added check for key already being in stagingList (shouldn't be needed, unless there are two parts with the same persistentId)
  9. Either install the mod ZeroMiniAVC, or find all the MiniAVC.dll files and delete them. Then, delete the ClickThroughBlocker and install the current version, you have 1.7.0 and it's up to 1.9.5 Then, delete the ToolbarController and install the current version, you have 1.8.2 isntalled and it's up to 1.9.4 If you had used CKAN to install the mods, this entire thread would not have existed, since it would have installed everything correctly. I understand you are new, so I strongly suggest that you delete all the mods (everything in the GameData directory except the folders Squad and SquadExpansion), install CKAN and install the mods using that. This video is a 2 minute example of how to install it:
  10. I copied part of the OP in, but the link to the forum is there, anyone who has questions can always click that.
  11. Hi all, I'm going to be adopting this mod. I have a beta here, with the RAPIER patch fixed for the latest RealPlume, and added in the little patch to fix RealPlume and the mod. I've also renamed to mod to JetSoundsUpdated You can download the beta from here: https://github.com/linuxgurugamer/JetSoundsUpdated/releases/tag/1.2.0 Important: REMOVE THE OLD VERSION TOTALLY BEFORE INSTALLING THIS Please let me know how it works for you. Assuming no issues, I'll convert it to a full release by the weekend. Changes Adopted by Linuxgurugamer Fixed RAPIER patch for latest version of RealPlume Renamed mod to JetSoundsUpdated Added License & README Added in the little patch to fix RealPlume and the mod. Added .version file
  12. Your problem is the wrong version of ModuleManager, it's way too old. In fact, you have three different versions and copies of the ModuleManager dll: [LOG 21:43:38.708] Load(Assembly): /ModuleManager.3.0.6 [LOG 21:43:38.708] AssemblyLoader: Loading assembly at D:\Biblioteca de Jogos\Steam\steamapps\common\Kerbal Space Program\GameData\ModuleManager.3.0.6.dll [LOG 21:43:38.712] Load(Assembly): /ModuleManager.4.0.2 [LOG 21:43:38.712] AssemblyLoader: Loading assembly at D:\Biblioteca de Jogos\Steam\steamapps\common\Kerbal Space Program\GameData\ModuleManager.4.0.2.dll [LOG 21:43:38.714] Load(Assembly): /ModuleManager.4.1.3 [LOG 21:43:38.714] AssemblyLoader: Loading assembly at D:\Biblioteca de Jogos\Steam\steamapps\common\Kerbal Space Program\GameData\ModuleManager.4.1.3.dll Delete the first two and try again.
  13. I'm working on fixing these errors, hope to have it fixed soon.
  14. Did you try putting on decouplers? Also, you should post questions like this in the mod thread, and not open an issue on Github unless you get confirmation on the forum that it's a bug Just tested, works fine. You must have other mod. Provide a log file for analysis
  15. New release, 1.9.8.7 Fixed Collect all to be visible even when only one science container on vessel a single Kerbal doesn't have a "collect all" action. Added support for the DMagic experiments Added support for DMModuleScienceAnimateGeneric Added check for old version of DMModuleScienceAnimateGeneric (disables if less than 0.23) Thanks to githb user @Fitiales: Added spanish translation Important Note: only works with v0.23 of DMModuleAnimateGeneric, just released today
  16. That's one way, the other way I was actually thinking of was to create a new part file, copy the old part file into it and make that a new part. Both work, nice way to do it
  17. Why not duplicate the part, and use the duplicate, you can set the weight of the duplicate to 0.001 if you like
  18. Depending on the experiment, you would need a scientist to reset it. For all, I have ScienceAlert working with the @DMagic experiments. However, I found a small bug in one of the APIs, and am waiting for the mod to get updated before releasing the new version; I will need to compile it against the new version before release.
  19. I've been looking at the engines in this mod. First off, I think the XJ-48 Vector and the MJ-88 Mini Vector are reasonably balanced for their size. The Mini may be a bit overpowered, but I think it should stay unchanged. The engines, on the other hand, need some serious rework. Name ISP-ASL ISP-Vac Thrust-ASL Thrust-Vac a Stock Equiv ISP-ASL ISP-Vac Thrust-ASL Thrust-Vac Proposed x ISP-ASL ISP-Vac Thrust-ASL Thrust-Vac Notes CritterCrawler 250 300 25 30 Spark 265 320 16.6 20 260 290 8 10 1 24-77 Twitch 275 290 15.2 16 LV-1R Spider 260 290 1.8 2 TRR-1 235 325 29 40 Same as CritterCrawler 260 290 8 10 1 VTx-202 320 370 99.5 115 Mk-55 Thud 275 305 108 120 275 305 216 240 2 ILX-40 Retract 320 370 73.5 85 Mk-55 Thud 275 305 108 120 280 315 110 135 3 Notes: The CritterCrawler seems to have the same engine as the TRR-1, so their values are the same The VTX-202 has two nozzles, each looks equivalent to the Thud, so it's double the Thud in thrust Very similar to the Thud in size Comments on this, please.
  20. @Flupster DMagic is going to release an update for the DMModuleScienceAnimateGeneric soon, I was able to identify a bug in it and sent him a fix. This is going to change the namespace for the methods, so you are going to have to update xScience when it comes out.
  21. Just took another look at your log file. According to it the version is: Pathfinder v1.0.0.0MiniAVC v1.4.1.1Workshop v1.2.13.0 / v1.2.5 For whatever reason, you werent running the current version, its possible that I released 1.2.14.0 after this was done, which means that you fixed the problem by updating to the latest version.
  22. Yes, it is. So I’m puzzled as to what he was using. Can you be specific here? How can you roll back to 1.2.14.0 when that IS the latest version that I have released?
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