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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Neither. The one which is labeled Download, top right, just below the blue banner This is why as a modder I always recommend that people use CKAN. I've never had a problem of it making a mistake installing any of my mods or anyone else's
  2. If you are installing by hand, then you should download it from here: https://spacedock.info/mod/219/StageRecovery It sounds like you copied the GameData from the source, not the release. ModuleManager is not required for this mod. If you are still having problems, a log file will be required. Pictures of directories does not show what's happening in the system, or if certain files are even there
  3. Is this a Steam install? If so, then you might have left over files from previous mods which may not have been fully uninstalled You need to follow these instructions to fully delete all files from the game: Open Steam, select the Library tab Find KSP, and right-click on it, select Properties Click the tab labeled Local Files Click the button labeled Browse Local Files Delete all the files shown, then close the window Click the button labeled Verify Integrity Of Game Files That should clean everything out, so now go ahead and install the mod and try again
  4. @RealKerbal3x look out the open doors of either building, at different times of the day and night
  5. Ok, I'll look into it. Can you send me a list of mods and if possible, a save file to test with?
  6. Probably something to do with the update I did to fix some other bugs. I'll see if I can get an update out soon My apologies, It seems that I forgot to push out a release. Working on it now New release, 1.4.8.18 for KSP 1.7.3 & 1.4.7.7 for KSP 1.8.x Fixed issue where switching editor building while editing a new vessel would end up having the new vessel rolled out to the wrong launchsite (fixed in ClickThroughBlocker), listed here for completeness Fixed issue when closing Upgrades was not returning to main KCT dialog Fixed issue where a kerbal on EVA could be recovered to either the SPH or VAB Added 3 more buttons for upgrades to allow easier upgrading of multiple points Added check to disable the "Reset Points" if not enough points available @fenderbender41 @SmarterThanMe Please test this and let me know if the Select Launchsite is working or not.
  7. Just to follow up, what I'm doing is a full set of MM files to apply updates to the mod. You will still have to download it from Curse Please provide instructions and links to the programs. I won't be able to include them because of forum rules I had been planning on releasing this on Wednesday as a holiday surprise, this kind of spoils that
  8. I'll be coming out with an AIES Continued soon, with two variations on the antennas. @zer0Kerbal if you write a batch file, could you send it to me for inclusion?
  9. New release, 1.4.0.4 Fixed the order of initialization. In NavHud.cs, moved the initial initialization up to the AddComponent into an Awake(), everything past that was left in the Start() In MainBehaviour.cs, changed Start() to Awake() Sorry about the mistake. I've been fixing the Unity issue in over a dozen mods in the past few days, not all of them mine, and had limited time for testing. Essentially, I was testing to see that the error was gone, and expected to miss a real issue here or there.
  10. It is, I’ll look at it later thisafternoon
  11. @Papa_Joe's script makes it easier to set up a debug build, once you can figure it out. I've rewritten it in bash, targeted at CygWin on Windows. While I haven't tested it yet on Linux, there are only a few places in the code which are Windows-specific, and I've hopefully been able to surround them with if/else/fi I provide it here for free, any license which may apply would be the UnLicense. While not an official mod per se, I'll answer questions about it and update it if necessary #!/bin/bash # detailed information located here: https://forum.kerbalspaceprogram.com/index.php?/topic/102909-*/ # This file sets up a fresh Development mode install of KSP from a specified KSP installation. # If CKAN is installed, it will present a list of all installs in CKAN to choose from. # Change Log: # v2.0 add support for unity 2019. # v3.0 Converted to bash shell, tested in Cygwin # Now accesses CKAN if installed and specified to get list of installs # # This script was written for use on CygWin on Windows # While untested, setting the variable WINDOWS to false should disable the Windows-specific code # It also assumes that all the # # # The script currently is set up for KSP 1.8. For earlier versions of the game # you will have to update where the correct version of UNITY for that version of KSP is installed # clear # # The following lines need to be customized for each environment # WINDOWS=true CKAN_EXE=/d/KerbalInstalls/ckan/ckan.exe KSP_EXE=ksp_x64_dbg.exe GAME_DIR=/r/KSP_1.8.1_Career # source game directory LCL_DIR=/r/dp0 # source directory for Unity debug finish # # Specify the desired window size here # WIDTH=1600 HEIGHT=1024 # # The location where the correct version of Unity is installed # UNITY="/e/Program Files/Unity524f1" ##### End of customizable lines ############################ # ##### You should not need to change any of the lines below UNITYDIR="${UNITY}/Editor/Data/PlaybackEngines/windowsstandalonesupport/Variations/win64_development_mono" WINDOWSPLAYER="${UNITYDIR}"/WindowsPlayer.exe UNITYPLAYER="${UNITYDIR}"/UnityPlayer.dll EVENTRUNTIME="${UNITYDIR}"/WinPixEventRuntime.dll if [ ! -f "${WINDOWSPLAYER}" ]; then echo -e "\nMissing WindowsPlayer exe: $WINDOWSPLAYER" exit fi IFS=$oIFS KSP_DIR=${LCL_DIR}/kspdev # destination for the debug install tmpfile=tmp.$$ oIFS=$IFS doallsteps=false # ########### Functions ################ # function GetKspInstalls { [ "$CKAN_EXE" = "" ] && return [ ! -f $CKAN_EXE ] && return $CKAN_EXE ksp list > $tmpfile cnt=-1 IFS= while read line; do if [ $cnt -le 0 ]; then echo " $line" else printf "%4d " $cnt echo $line arr[$cnt]=$line fi cnt=$((cnt+1)) done < $tmpfile rm $tmpfile echo -ne "\nEnter number of install to copy, press <return> for default ($GAME_DIR): " read n } # # Display a prompt, if supplied and wait for user entry # function prompt { echo $1 [ $doallsteps = false ] && read -p "Press <return> to continue" } # # Do all steps to set up the dev install # function DoAll() { doallsteps=true backupGame removeGame createFolder copyGame copyDebugFiles createLinkedFolder resetResolution finish } # # Make a backup of the current dev build # function backupGame { if [ ! -d $KSP_DIR ]; then echo "No game directory available to backup" else prompt "- Backup existing game folder..." echo echo - Backup in progress, please wait... #xcopy /E /Y /Q ""${KSP_DIR}"/*.*" ""${KSP_DIR}"_%VERSION%_old/" rm -fr "${KSP_DIR}"_${VERSION}_old mkdir "${KSP_DIR}"_${VERSION}_old cp -a "${KSP_DIR}" "${KSP_DIR}"_${VERSION}_old echo - Backup complete... echo fi } # # Remove the current dev build # function removeGame { if [ ! -d $KSP_DIR ]; then echo "No game directory available to remove" else prompt " - Removing existing game folder..." pause #rmdir /s /q ""${KSP_DIR}"" rm -fr "${KSP_DIR}" echo - Removal complete... echo fi } # # Create new game folder # function createFolder { prompt " - Creating new game folder..." pause if [ ! -f ""${KSP_DIR}"" ]; then mkdir "${KSP_DIR}" echo - Game folder created... else echo - Game folder exists. Skipping... fi echo } # # Copy the entire game from the $GAME_DIR # function copyGame { echo - Ready to Copy specified KSP Game to local Game folder... echo from: ""${GAME_DIR}"" echo to: ""${KSP_DIR}"" prompt "" cp -a "${GAME_DIR}"/* "${KSP_DIR}"/ echo - Copy complete... echo } # # Copy the files needed to setup the install as a debug build # function copyDebugFiles { prompt " - Ready to Copy unity debug files to game folder and set debug mode..." echo player-connection-debug=1 >> ""${KSP_DIR}"/KSP_x64_Data/boot.config" cp "${WINDOWSPLAYER}" "${KSP_DIR}"/ksp_x64_dbg.exe cp "${UNITYPLAYER}" "${KSP_DIR}" cp "${EVENTRUNTIME}" "${KSP_DIR}" echo - Copy complete... echo } # # Copy the Game savefiles, not called when doing all # function copyGameSaves { prompt " - Ready to Copy ships, Saves and mods to the new game folder." pause #xcopy /E /Y /D ""${KSP_DIR}"_%VERSION%_old/GameData/*.*" ""${KSP_DIR}"/GameData/" #xcopy /E /Y /D ""${KSP_DIR}"_%VERSION%_old/ships/*.*" ""${KSP_DIR}"/Ships/" #xcopy /E /Y /D ""${KSP_DIR}"_%VERSION%_old/saves/*.*" ""${KSP_DIR}"/saves/" cp -a "${KSP_DIR}"_${VERSION}_old/GameData/* "${KSP_DIR}"/GameData/ if [ -d "${KSP_DIR}"_${VERSION}_old/ships ]; then cp -a "${KSP_DIR}"_${VERSION}_old/ships/* "${KSP_DIR}"/Ships/ else [ ! -d "${KSP_DIR}"/Ships } && mkdir "${KSP_DIR}"/Ships fi if [ -d "${KSP_DIR}"_${VERSION}_old/saves ]; then cp -a "${KSP_DIR}"_${VERSION}_old/saves/* "${KSP_DIR}"/saves/ else [ ! -d "${KSP_DIR}"/saves ] && mkdir "${KSP_DIR}"/saves fi echo - Copy complete... echo } # # Create the link needed for debugging # function createLinkedFolder { prompt " - Ready to create the linked folder for debugging..." pause #REM cd /d ""${KSP_DIR}"" #REM @echo - Curr Dir: "%cd%" #REM @echo - Game Directory: ""${KSP_DIR}""... #REM @echo: #REM pause #rem mklink /J ""${KSP_DIR}""/KSP_x64_Dbg_Data ""${KSP_DIR}""/KSP_x64_Data ln -s "${KSP_DIR}"/KSP_x64_Data "${KSP_DIR}"/KSP_x64_Dbg_Data echo - Linked folder created... echo } # # Set the resolution to the predetermined values. This will overwrite # whatever is set in the settings.cfg # function resetResolution { sed -i "s/^SCREEN_RESOLUTION_WIDTH.*/SCREEN_RESOLUTION_WIDTH = ${WIDTH}/" ${KSP_DIR}/settings.cfg sed -i "s/^SCREEN_RESOLUTION_HEIGHT.*/SCREEN_RESOLUTION_HEIGHT = ${HEIGHT}/" ${KSP_DIR}/settings.cfg sed -i "s/^FULLSCREEN.*/FULLSCREEN = False/" ${KSP_DIR}/settings.cfg } function finish { echo echo - script complete... echo } GetKspInstalls if [ "$n" != "" -a $cnt -gt -1 ]; then if [ "$n" -ge 0 -a "$n" -le $cnt ] 2>/dev/null; then echo ok selected=`echo ${arr[n]} | cut -c59- | sed 's/://g' ` if [ $WINDOWS = true ]; then selected=`echo "${selected,}"` selected="/$selected" fi else echo Invalid number entered, exiting exit fi fi [ "$selected" != "" ] && GAME_DIR=$selected echo -e "\n\n\nSource game directory: $GAME_DIR" echo read -p "Press <return> to use default or enter the source directory: " sd [ "$selected" != "" ] && GAME_DIR=`echo $selected` GAME_DIR=`echo $GAME_DIR | sed 's/ *$//g'` echo "Selected game directory: '$GAME_DIR'" if [ ! -d "${GAME_DIR}" ]; then echo "Source game directory not found, exiting" exit fi VERSION="" # will contain the version number only cat <<__EOF__ Path tokens: LCL_DIR: "${LCL_DIR}" GAME_DIR: "${GAME_DIR}" KSP_DIR: "${KSP_DIR}" Let's get the version of the existing game... __EOF__ # get_versions steamVer=`grep ^Version "${GAME_DIR}"/readme.txt` [ -d "${KSP_DIR}" ] && thisVer=`grep ^Version "${KSP_DIR}"/readme.txt` VERSION="$thisVer" echo $thisVer VERSION=`echo $thisVer | cut -f2 -d' '` echo - Game Version found is: $steamVer [ "$thisVer" != "" ] && echo " Dev Version found is: $thisVer" echo read -p " - Do you wish to continue? (Y/N): " quit if [ "$quit" == "n" -o "$quit" == "N" ]; then echo "Terminating batch operation without executing Dev Setup..." exit fi while [ "$optn" != 'X' -a "$optn" != 'x' -a "$optn" != 'Q' -a "$optn" != 'q' ]; do cat <<_EOF_ ==================================================== Main Menu: 1 - Perform all steps 2 - Backup existing game folder 3 - Remove existing game folder 4 - Create new game folder 5 - Copy source game folder 7 - Copy Dev Debug files to Game folder 8 - Copy Game Save and Ships to Game folder 9 - Create linked folder 10 - Reset screen resolution R - Run the copied game Q | X - Quit script ==================================================== _EOF_ read -p "Select option (1 - 9, X): " optn echo echo Choice made: "$optn" echo case $optn in 1) DoAll ;; 2) backupGame ;; 3) removeGame ;; 4) createFolder ;; 5) copyGame ;; 7) copyDebugFiles ;; 8) copyGameSaves ;; 9) createLinkedFolder ;; 10) resetResolution ;; r|R) cd kspdev ./${KSP_EXE}& echo "Starting ${KSP_EXE}\n" sleep 5 cd .. echo -e "\n\n" ;; esac done
  12. New release, 0.2.0.1 Updated antenna values for the two NAU antennas to bring them in line with other antenna values
  13. New release, 1.9.8.6 Fixed initialization of variables in DraggableWindow (two Awake() methods were conflicting)
  14. I see the problem, and I see the issue. One of those silly mistakes which happens sometimes. Will get out an update soon
  15. New release, 0.5.31.3 Made the game pause window draggable Added additional functionality to API to support next release of the FlightEditSaver
  16. New release, 0.6.10.1 Moved initialization of basecolor into Awake()
  17. New release, 1.4.0.3 Moved initialization of vars into Start() function
  18. New release, 2.21.5.1 Changed variables into properties to avoid calling unity functions when not allowed to call
  19. New release, 1.4.1.2 Thanks to github user @ccaviness for these: Update HttpWebRequest Timeout to be 10 seconds, not 10 milliseconds
  20. New release, 0.6.0.1 Changed ROOT_PATH from a variable to a property to avoid calling a unity function outofframe
  21. New release, 1.8.3.1 Fixed initialization of variable outside of MonoBehaviour loop Thanks to github user @bhaan for the following: New Feature: SAS Invert re-enable nav-ball toggle (speed mode) Fix Xml Serialization for KSPv1.8 Note: This change is not backwards compatible with previous controller presets. Users will have to reconfigure their controllers if these changes are merged. I've tested that an old configuration file will not cause failures for the mod during deserialization, but all the button and axis bindings will be removed.
  22. New release, 0.1.17.1 Thanks to github user @aAstronaunts for this: Fixed typo in foldername,causing InstallChecker to think it was incorrectly installed It would help if you pinged me when you make a report. Sorry it took so long to fix, I was not aware of it until today when github user @Astronaut submitted a PR to fix it
  23. There are fixes in the patches for the landing legs. I'll start up and see how they look. The legs work in that they extend and retract, but are just "parts" and don't have any flex to them. It would take some work to make them use their pistons, etc. in a realistic way
  24. I've gone through all the updates made by @DeltaDizzy in his fork. All the changes I made to my local copies had already been done by him, so here's a shout-out to @DeltaDizzy for a job well done. His fork is here: https://github.com/DeltaDizzy/AIES_Continued I've put it up into a release on my fork on github here: https://github.com/linuxgurugamer/AIES_Continued/releases/download/v0.1.2/AIES_Continued-0.1.2.zip For my own use I only use the Antenna and Solar Panels, all the other parts don't look that good since a lot of detail is put into the textures rather than the model. It's easiest to just delete the folders in the AIES_Aerospace folder that you don't want.
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