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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. New release, 1.9.8.6 Fixed initialization of variables in DraggableWindow (two Awake() methods were conflicting)
  2. I see the problem, and I see the issue. One of those silly mistakes which happens sometimes. Will get out an update soon
  3. New release, 0.5.31.3 Made the game pause window draggable Added additional functionality to API to support next release of the FlightEditSaver
  4. New release, 0.6.10.1 Moved initialization of basecolor into Awake()
  5. New release, 1.4.0.3 Moved initialization of vars into Start() function
  6. New release, 2.21.5.1 Changed variables into properties to avoid calling unity functions when not allowed to call
  7. New release, 1.4.1.2 Thanks to github user @ccaviness for these: Update HttpWebRequest Timeout to be 10 seconds, not 10 milliseconds
  8. New release, 0.6.0.1 Changed ROOT_PATH from a variable to a property to avoid calling a unity function outofframe
  9. 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.
  10. 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
  11. 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
  12. 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.
  13. I know there is an option to MM which tells it to output a tree of config files. I think this will do it: (cd to KSP directory) KSP_x64.exe -mm-dump It will output a new directory: KSPdir/_MMCfgOutput
  14. @Stone Blue sounds nice, do you have a link to the file? Edit: Found it here: https://github.com/deimos790/AIES_Continued Edit 2: It had been forked and more updates made. I've forked that, and will apply my changes to it, if any are needed.
  15. 1 gig is useless for my games; the installed size can be over 10 gig. I don't know why you tagged me on this. Maybe you meant someone else?
  16. I'm currently in the process of setting up a 2 gig ramdisk to temporarily store save files. Even on SSDs it can be a noticable pause when auto saving a large game. I'll be writing a batch file to copy it over to the SSD. Its awkward because I don't think I can change where the games are stored on KSP, but I haven't looked into that yet
  17. Also, how long does it take to copy the game to the ram disk? Probably 1-2 minutes, which will probably be equivalent to the time saved at startup
  18. I wouldn't call a 2.2 minute decrease "no difference". That's more than a 15% decrease. Ssd's are much faster than hard disks. A large part of that time is involved reading, interpreting and initialized all the mods from that data. Exactly how many mods do you have, and what are your system specs?
  19. New release, 0.1.14.1 Thanks to @zer0Kerbalfor this Update OctoSat_Com_Core.cfg to fix type, changed 'eize' to 'size'
  20. I looked at all the parts in the available download. While they were nice at the time, they have been eclipsed by more modern parts and artwork. Many of the surface details are just a graphic rather than an actual surface. The solar panels are nice as are the antennas. I've taken this: updated it for 1.8 and added the antennas, brought them up to current standards as well. I can't distribute the parts, but I can make the configs available, if you like
  21. So how does an average player take that signal and convert it to an image. And,going the other way, how could someone take an image and convert it into a signal like that for use in the game?
  22. I bypassed it. First, it can be ignored, it is olny a warning. what I did was to move all textures into directory PluginData, and then loaded all i ages using the ToolbarController public method LoadImageFromFile
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