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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Thats usually a missing resource. Rather than complain about it, why don't you post a logfile so that you can be helped? Since no one else has brought this up, there might be something in your install causing this. Also, if you are running on 1.8, you should install the ZeroMiniAVC mod to delete all the MiniAVC dll files, they are broken on 1.8
  2. I am in the process of updating the IXS warpship mod, and the Spacedocks which go along with it. Watch for a release in the next week or so.
  3. I’ve been thinking about this., and my conclusion is that it doesn't matter. If ANY skin is exposed, that part of the skin will take damage at the same rate as the rest of the part. It will fail at the same rate no matter what.
  4. I've adopted this program, new thread is here: @Nertea I liked your suggestion, and improved on it Pingig @nightstalker101s
  5. The Better Label Release, 0.5.1 Added more characters to node display Added second line to node display Slightly improved error message when badly formatted cfg file is read
  6. Origionally made by forum user @Nelien, it's been dormant for a while. It needed work to be able to deal with Localization. Original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/89213-* I've taken it under my wing and added code to deal with Localization tags. Changes Corrected window title Updated text which referred to KSP 1.04 to KSP Added installer project Note: Requires .NET 4.5 - Download and install from here (link to Microsoft download) Availability Source: https://github.com/linuxgurugamer/ksp-techtree-edit Download: https://github.com/linuxgurugamer/ksp-techtree-edit/releases License: LGPL This is a regular Windows installer Note: The only dictionary supported at this time is en-us because many mods are not localized. If there is demand for additional dictionary support I'll consider adding more later. Known Bugs Badly formatted dictionaries can cause problems
  7. It might be, but it has nothing to do with this mod. It can be a stand-alone contract
  8. New release, 1.9.2.2 Removed duplicated code in SettingsGUI.cs Thanks to github user @tinygrox for this: Localization implemented, currently only en-us available
  9. Ummm, why? Starlink is essentially lots and lots of communication satellites, which is already dealt with by stock
  10. For all interested, I've been working on updating the Yonge Tech Tree Editor. I seem to have a working version, and @Probus is testing it for me.
  11. Without looking at the logs, I strongly suggest that you install the ZeroMiniAVC mod to delete all the MiniAVC dll files. Also, the output_log.txt is from 1.7.3 and earlier, you don't need to include that.
  12. For tank, at least, you can adjust by the size of the tank; ie: how much fuel it can carry. Not perfect, but then again, KSP isn't perfect I've looked at FAR in the past, but it was too much for me. It would be great if someone could pull out the voxelization code such that I could pass in a single part and get back a size and/or a surface area.
  13. Nice. As you can tell, I am very interested. My problem is that I don’t do parts. The idea of using a shader to alter parts is fantastic, but again, not my forte. I would be interested in doing this as part of a group effort.
  14. Probably something to do with the directory Steam starts in. Glad you got it figured out
  15. Shape is different than exposure. @JadeOfMaar do you have any ideas regarding the corrosion factors and the HP gauge and resilience factors? Also, I would thing that the planets would have 5 factors: high atmosphere low atmosphere Ground surface liquid submerged liquid.
  16. I really have no idea. Something is interfering with it. you have a lot of mods, so try this: Make a complete copy of the game. Delete half the mods Start the game and see if it happens If it doesn't mess up, then put those mods back, delete the other half, and now repeat the process with what's remaining. If it does, then repeat the process with what's left. This won't take too long to isolate the culprit
  17. There is at least one mod that I know of which does things like this. But it seems that something else is going on, because of all these lines in the log file: [AddonLoader]: Instantiating addon 'HaystackResourceLoader' from assembly 'HaystackContinued' Missing file: GameData/HaystackContinued/icons/button_go.png Missing file: GameData/HaystackContinued/icons/button_go_hover.png Missing file: GameData/HaystackContinued/icons/button_targ.png Missing file: GameData/HaystackContinued/icons/button_targ.png Missing file: GameData/HaystackContinued/icons/button_fold.png Missing file: GameData/HaystackContinued/icons/button_fold_hover.png Missing file: GameData/HaystackContinued/icons/button_bodies.png Missing file: GameData/HaystackContinued/icons/down_arrow.png Missing file: GameData/HaystackContinued/icons/up_arrow.png Missing file: GameData/HaystackContinued/icons/orbit_icon.png Missing file: GameData/HaystackContinued/icons/hidden_icon.png Missing file: GameData/HaystackContinued/icons/button_targ_alpha.png Missing file: GameData/HaystackContinued/icons/button_ascending.png Missing file: GameData/HaystackContinued/icons/button_descending.png Missing file: GameData/HaystackContinued/icons/button_extended_background_hover.png Missing file: GameData/HaystackContinued/icons/button_extended_background_pressed.png Missing file: GameData/HaystackContinued/icons/button_extended_icon_close.png Missing file: GameData/HaystackContinued/icons/button_extended_icon_open.png Missing file: GameData/HaystackContinued/icons/button_flat_normal.png Missing file: GameData/HaystackContinued/icons/button_flat_hover.png Missing file: GameData/HaystackContinued/icons/button_flat_pressed.png Missing file: GameData/HaystackContinued/icons/line.png Missing file: GameData/HaystackContinued/icons/outline.png Missing file: GameData/HaystackContinued/icons/vessel_info_hover.png Missing file: GameData/HaystackContinued/icons/vessel_info_normal.png Missing file: GameData/HaystackContinued/icons/vessel_info_pressed.png Missing file: GameData/HaystackContinued/icons/vessel_info_selected.png Missing file: GameData/HaystackContinued/icons/docking_port_button_pressed.png Missing file: GameData/HaystackContinued/icons/button_terminate.png Missing file: GameData/HaystackContinued/icons/button_terminate_hover.png Missing file: GameData/HaystackContinued/icons/button_vessel_debris.png Missing file: GameData/HaystackContinued/icons/button_vessel_spaceobject.png Missing file: GameData/HaystackContinued/icons/button_vessel_unknown.png Missing file: GameData/HaystackContinued/icons/button_vessel_probe.png Missing file: GameData/HaystackContinued/icons/button_vessel_relay.png Missing file: GameData/HaystackContinued/icons/button_vessel_rover.png Missing file: GameData/HaystackContinued/icons/button_vessel_lander.png Missing file: GameData/HaystackContinued/icons/button_vessel_ship.png Missing file: GameData/HaystackContinued/icons/button_vessel_plane.png Missing file: GameData/HaystackContinued/icons/button_vessel_station.png Missing file: GameData/HaystackContinued/icons/button_vessel_base.png Missing file: GameData/HaystackContinued/icons/button_vessel_eva.png Missing file: GameData/HaystackContinued/icons/button_vessel_flag.png Missing file: GameData/HaystackContinued/icons/button_vessel_deployedsciencecontroller.png Missing file: GameData/HaystackContinued/icons/button_vessel_deployedsciencepart.png HaystackContinued: loading settings So at first glance, it looks like you are missing the entire "icons" folder.
  18. Ok. First thing is to install the ZeroMiniAVC mod, and run the game two times; the second time, pull up the Haystack, and then send me the Player.Log from that run
  19. I am assuming you are running KSP 1.8.1? If so, then you will need to find the Player.Log, see this link for info:
  20. So, thinking about this, I would say that parts inside bays and fairings would be protected, but if the bay is open or the fairing released, then the effects would start. I would imagine that the corrosion factors would also be impacted by the temperature; the colder it is, the less reactive it would be. Also implies that on planets with large temperature swings from day to night, that the corrosion rate would change The mechanics are pretty simple, except for detecting which parts are touching the ground, and even that may not be too difficult. Could you come up with a "normal" corrosion rate, and how long it would take to corrode a fairly standard part?
  21. Sorry to hear. Hope things get better for you
  22. I've already cloned it, thanks. I haven't heard from @steedcrugeon yet
  23. Ping me in a month or so if no one has picked it up
  24. Interesting idea, but: This is the hard part, identifying the outermost parts. And, I don't have time for this right now, but thanks for bringing this up
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