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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Yes. The lights are precisely aligned. When you have 2 and 2, that means you are lined up. If you get 3 and 1, or 4 and 0, you are out, and need to adjust appropriately
  2. The order to set the stage is: Main Menu Space Center Flight (to see the lights) Tracking station Main menu (via space center?) and then Space Center Flight and at this point, no lights? Please confirm
  3. You are looking for ballest tanks. There are a few mods which provide that. Here is one that I found:
  4. New release,1.2.6 Added a day, night & streaming modes to store sets of settings Updated settings page to list each group in seperate column Fixed button being hidden when timer went off Fixed harmless nullref when returning to main menu
  5. Just an FYI: My release already has the movable mod control panel My release also has individual settings for each scene I am working on an update to provide a "Streaming" mode I hope to have the next release out today
  6. Is that new for 1.9? Interesting way of organizing things, I'll think about it.
  7. New release, 3.2.7.1 Thanks to forum user @Initar for this: Fixed fairing bases for 1.8/1.9
  8. It isn't as powerful as KSTS. I'll support it, but would recommend KSTS.
  9. And thank you for the suggestion Except that unfortunately, the license on the assets is ARR. I agree, they are fantastic parts
  10. Ancient Chinese curse: May you live in interesting times For some reason, I thought you wrote: urinary analysis
  11. Good point about CP, although it also supports most LS mods. None of the tweakable mods do a great job of balance. I may put them in a “gentle suggesti9ns”, but not as a core mod
  12. From the op: The new ship can be deployed at any orbit of your choosing that is within range of your mission-profile or right next to an existing reference-vessel, making your life in low-kerbin orbit much easier: So I would imagine thar a reference vessel has to be in range of the selected mission profile
  13. And others, I can think of a half dozen mods which were adopted because of a single user. I tend to avoid that, but if a mod is interesting or not a lot of work, I'll consider the requests on a case-by-case basis
  14. Thank you, I've just added it. For all. I've gotten in touch with @Denko666 (previous maintainer). Still have a little to hash out, but looks like we will be working on this together. Not sure yet which threads will be the active ones, stay tuned for updates In the meantime, I just released an update for the docks: New release 0.3.0.1 Thanks to @Tonka Crash for this: Added ":NEEDS[ConnectedLIvingSpace]" to the CLS module def in each of the parts Get it from here: https://spacedock.info/mod/1585/Spacedocks Redeployed
  15. You'll be waiting a very long time
  16. We also release bugs, and have to go back and fix them.
  17. New release, 2.0.1.2 Full fix for the "ghost ships", was caused by invalid characters in the craft file name.
  18. Can you elaborate? What do you mean by "not loadable"? I just released an update, it seems that the thumbnail code was causing issues when being used on a craft from the VAB or SPH. This statement of yours seems to indicate it might come down to a specific bad craft file. I can replicate this now, thanks to @luizsilveira sending me a full save, but there are a lot of craft files I'll need to go through. You wouldn't happen to have that still around? New release, 2.0.1.1 Fixed "ghost ships" sometimes appearing in flight and in the editor, somehow caused by the thumbnail generation code when used on VAB & SPH craft files Replaced calls to Debug.Log with new class Log, for better control of log messages
  19. Question, do you have KSTS missions underway when this happens? and if so, how many?
  20. No need for the video. I've also isolated the problem to a specific section of code, but it doesn't make sense yet.
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