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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. It isn't as powerful as KSTS. I'll support it, but would recommend KSTS.
  2. And thank you for the suggestion Except that unfortunately, the license on the assets is ARR. I agree, they are fantastic parts
  3. Ancient Chinese curse: May you live in interesting times For some reason, I thought you wrote: urinary analysis
  4. 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
  5. 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
  6. 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
  7. 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
  8. You'll be waiting a very long time
  9. We also release bugs, and have to go back and fix them.
  10. New release, 2.0.1.2 Full fix for the "ghost ships", was caused by invalid characters in the craft file name.
  11. 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
  12. Question, do you have KSTS missions underway when this happens? and if so, how many?
  13. No need for the video. I've also isolated the problem to a specific section of code, but it doesn't make sense yet.
  14. This is only a parts pack. That being said, I am updating CivPop now, and it does work on 1.9
  15. Yes. post this in the mod’s thread wher eother interested parties can see it. Remove any file names MiniAVC.dll
  16. This was changed in version 2.21: Made edit mode only available when in sandbox mode (beginning of integrating career modes)
  17. I really like this image, really shows the scale of it this
  18. @luizsilveira @leatherneck6017 I set up a new install with a sfs file sent by @luizsilveira, and did not have that problem Could both of you please zip up the entire save directory, including ships, etc? Also, if you could shoot a video (cell phone would be fine) and talk through all the steps to get the problem, I’d appreciate it, would be very helpful
  19. @luizsilveira Can you please generate another log file with the only change being using 2.0.0.1? There are a lot of exceptions in the Player.log, I want to be sure they are not related.
  20. @Karrot If you are making translations, it would be better to submit the translations to the original/current author, and then simply provide a link to the official download
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