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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. An SSD will allow the game to load faster, and, if you have the setting set to write to log file immediately, will let it run smoother (depending on the system specs). Disk space by itself will do nothing for the speed.
  2. Kopernicus is version locked. I am running on KSP1.8.1. Unless there is a kopernicus update which isn't in CKAN. I have the correct one. You c as n verify by looking at the log file Also, I was told by others that they had the same problem
  3. I'm having a problem with JNSQ, not sure if it is JNSQ or Kopernicus. The problem is that when in flight view, close to the surface of MInmus, there is a graphical issue where it appears that the oceans are doing a z-clash. Here is a video showing the problem: https://www.dropbox.com/s/mgzfz5ab9d2uhho/BadJNSQvid.mp4?dl=0 Log file doesn't show anything that I can point to. This log file is had the problem occur during the flight. I hyperedited a vessel into low orbit around Minmus, verified it was happening and exited. https://www.dropbox.com/s/ttrbjzhf3qgdnmj/JNSQBug.zip?dl=0 Not sure if it is Kopernicus or JNSQ
  4. Let me add that I installed it into VS 2017, and have the same issue. No rush for me, I've survived long enough with out Appreciate all you do
  5. Then you have another problem. Log files are needed Read this BEFORE asking for support: http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/
  6. I installed it on VS2019, got an error (I posted an issue about it). https://github.com/TriggerAu/VSToolsForKSP/issues/3 I'm not sure if the issue is the problem, but when I right-click over a string, I don't see anything related to this. I did verify that it was installed
  7. Ever forget to open your solar panels, and then find out you ran out of EC while time warping? Ever run out of fuel while in the map view and not seeing the fuel gauge? Have no fear, the Alert Monitors is here :-) This mod will allow you to set monitors on any resource in any/all vessels in the game. An alarm will sound if the level is passed, any time warping will be safely stopped and you will be transported to the vessel in question. Optionally this will interface with the Haystack Continued mod, if it is installed. The following windows are used to set up and configure the alerts. Main window The top two buttons will only be there if the Haystack Continued is available. Click the Haystack button to open the Haystack window; when opened, the filters will be set to only show valid vessels. After selecting a vessel in Haystack, click the Get Vessel From Haystack button to switch to the desired vessel Main Window with Haystack The following is what will be shown (with different vessels, of course) when you click the Haystack button Sound Selection Window Click the Alarm button to open the Sound Selection window. In the Sound Selection window, the selected sound will be green, while the others will be red. To hear the sound, select the Preview Enabled toggle, and then click the sound you want to hear. The following are the options available in the stock Game Settings screen, accessible from the Game Paused window. Availability Download: https://github.com/linuxgurugamer/AlertMonitors/releases Source code: https://github.com/linuxgurugamer/AlertMonitors License: MIT
  8. New release, 0.5.6.4 Fixed localized vessel names Added API for AlertMonitors to access last selected vessel & open/move the window
  9. New release, DatedQuicksaves 1.2.4.3 Added leading zero's to the numbers to allow for proper sorting, may also fix a related bug when the numbers switch from D99 to D100, where the newer ones were being garbage collected
  10. Minor release, 1.8.3.2 Updated README with correct URL for download, and short OSX install section
  11. That is the latest, doesn't need a recompile. What happening with the "intuitive maneuvers" option? I don't use this mod, so am a bit unfamiliar with it
  12. Sorry. Not interested in this one, although I do use it. I don't play enough to do a good job of testing
  13. New release, 3.2.5 Thanks to user @leatherneck6017 for these: Aero: Filter out ModuleCommand from Wings subcategory Fuel: Add SSTUVolumeConatiner to checks ISRU: Add Radiators subcategory Lights: Filter out landing gear with ModuleWheelBase Solar Panels: Add SSTU solar panels to check. Filter out parts with ModuleCommand and ModuleDockingNode Fix typo in robotics Move antennae out of science and into their ow
  14. New beta release, 1.7.0.1 Fixed nullref when starting a sandbox (and possibly other) game
  15. The KW Fairings is not part of the mod anymore. You want this mod:
  16. I'd personally define it as: Full Atmospheric recycling Full waste product recycling Outside energy acceptable (ie: Sunlight, etc) Food independence Quite a hard level, I think a more acceptable definition would allow a certain level of outside inputs. Actually, I think defining it as not needing any outside inputs for a specific number of years may also be a good one
  17. 1.7.3 was probably before I put the dependency in. Yes, it is required, no it can't be removed, and no, I'm not going to change it. Glad it's working
  18. Do you have the dependencies installed? Log file would be nice
  19. Please elaborate. Is the button there? This might be a problem with the new camera system
  20. New release, 1.6.8 Thanks to github user @Goufalite for this improvement: Check if the rescue ship has a name given by the contract (debris, wreck,...) Fix the rescue ship name verification
  21. New releaes, 0.2.0.1 Fixed double throttles for TweakableEVA when Serenity/Breaking Ground was installed. Thanks to @Poodmundfor helping with the MM patch
  22. I have a problem with a MM patch which is updating the kerbalEVA part. Problem is that when Serenity/Breaking Ground is installed, there are two of each kerbalEVA part, because SQUAD is trying to add the experientID = ROCScience to the EVA Kerbal but seeing as no MM syntax exists in stock KSP, they end up adding the module as a brand new part Syntax of what I have so far is: @PART[kerbalEVA*]:NEEDS[!EVAEnhancements]:NEEDS[!Serenity] { MODULE { name = ModuleTweakableEVA } } @PART[kerbalEVA*]:NEEDS[!EVAEnhancements]:NEEDS[Serenity] { MODULE:NEEDS[MODULE[ModuleScienceExperiment, experimentID = ROCScience]] { name = ModuleTweakableEVA } } The part I need help with is the 5th line from the bottom: MODULE:NEEDS[MODULE[ModuleScienceExperiment, experimentID = ROCScience]] Essentially what needs to happen is that IF Serenity is installed AND the part contains a MODULE of type ModuleScienceExperiment, AND inside the ModuleScienceExperiment is defined experimentID = ROCScience, THEN add the new module Thanks in advance LGG
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