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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. You still haven't answered the question, did you run the post-install script? and what system are you running on?
  2. If you have to add a z to the mod name, then you are doing something wrong. There are way to tell C# which DLLs to load first, they are Assembly directives
  3. Well, the script copies it directly from the Squad file, so if it's not working, then that will be something to report to Squad, but I'll need to verify this. Most likely he didn't run the post-install script
  4. Yes, but I think that any vessels under construction may not be affected, not sure about this You need ScrapYard for that
  5. Thank you for the report. Most likely the texture got renamed, I'll get it fixed this evening (if not sooner) Did you follow the instructions about running a script after installing? Things changed back in 1.7, there are two scripts (one for Windows and one for Linux/Mac) which copies the textures from the new location. I can't include the files due to copyright
  6. That would be fine, if when a new file is uploaded with the same name it overwrites the existing one. Or at least give an error saying that it can't be uploaded and the reason
  7. It will most likely work as-is. This is a parts-only mod, very little gets changed in part configs these days because of upgrades. Welcome to the forum, and feel free to ask questions
  8. If you are still having problems, first remove all mods which haven't been updated for 1.8. Alternate Resource Panel (max is 1.4.99)
  9. Yes, but you really don't need to. I also have 64 gig, and I don't bother to change anything in the files
  10. There are no changes from 1.8.0 to 1.8.1 except bug fixes. I am still working on updating all my mods (>200) to 1.8, please don't ask for instant updates, especially when you haven't bothered to try it yourself
  11. @Manwith Noname New release, 1.1.8.1 Updated shader name with "Legacy Shaders/" Added checks for obsolete attributes in Inspector.cs
  12. well, it is a real pain, if I make a mistake uploading, I have to do a version bump to fix. Yuck
  13. @VITAS There is an issue with Spacedock, if a file is deleted, and then re-uploaded, the old file is still around, it doesn't get deleted.
  14. There are two versions. Both have been uploaded, but CKAN hasn't yet refreshed for the 1.8, so go to Github and download it manually for now
  15. There were cheers and pats on the back as the team stode into the briefing room for the post-flight debriefing... It had been a spectacular mission... flawless... perfect. The team set down in the massive Eastern Crater, set up a new Deployed science camp, and returned without incident... It was perfect... they thought... So why, then, did Gene look like his head was about to explode??? "Sit down..." "What's wrong?" Val whispered nervously... "What's wrong??? Gene whispered back, then slammed his notes onto the conference table, sending them flying in every direction... "WHAT'S WRONG???" "I... I don't understand," Bill began... "Everything was running perfectly," Bob finished "Yes... yes... everything was running perfectly..." Wernher von Kerman sighed. "Until the sun set and we lost the signal" "But... but we set it up on the light side on the Mun," Jeb argued. "Not the dark side..." THUMP.... von Kerman's head hit the table... repeatedly... "The... thump... Sun... thump... Still... thump... sets... thump... on the light side... THUMP!!! For a few minutes no-one said a word... until Bob whispered almost imperceptibly... "It was the batteries..." "What batteries???" Gene sighed... "Yeah, that's the point... sir..." Bill grumbled. "There were none." "WHAT???" Gene suddenly howled... "What do you mean... no batteries??? No-one said a word... "Werhner..." Gene growled... "It... there... uhhhh.... there was a problem at the last second, and ... well,... uhhh.... we had to switch to a different vendor... sir. " von Kerman stammered... "Zaltonic promised they would be compatible..." "Zaltonic..." Gene's jaw dropped... "You... you trusted them??? Great... just great!!!" "I... I can fix this," Wernher started drawing notes on the table... another habit Gene hated. "Yes... yes... I will contact a friend at Ionic Symphonic... She'll should be able to get me the proper materials..." Werhner stopped and grinned at Gene... "We can make our own deployable battery packs." Gene just sighed... How many times was thing going to happen to him??? He was sure this wasn't the last... "You have 48 hours..." Note These batteries are intended for use with the stock inventory system which was introduced in Breaking Ground. They are NOT compatible with KIS Usage Instructions The batteries come in three sizes, 100, 200 and 400 EC. They look similar to the stock batteries with the following differences: These batteries are created horizontal rather than vertical The colors on these batteries replaces the yellow with blue A very rough approximation is that 1 EC will provide 1 Power Unit for about 2-3 hours. When looking at the PAW (Part Action Window) you will see three fields, one is EC which is the same as the stock batteries, second one is Power-Unit/Hours, and the third one is Maximum Power Units. What this means is that any combination of Power Units multiplied by the number of hours. So, 100 PowerUnit/Hours would provide 1 PowerUnit for 100 hours, or 2 PowerUnits for 50 hours, or 4 PowerUnits for 25 hours. Each battery has a maximum number of PowerUnits that it can supply (5). However, the slider is provided so you can limit the available PowerUnits; you would do this if you want the PowerUnits to be available for a specific amount of time. No connections need to be made; the batteries only have to be placed on the ground within range of a controller the same as the other Breaking Ground parts Multiple batteries can be deployed to support the same science items. Finally, the efficiency of the conversion of EC to PowerUnits is determined by who emplaces the battery, following the same rules as the Solar Collectors. Something which you can do is to mount the batteries on a vessel. They will work as normal batteries, and will be recharged by solar panels as normal. As long as they are within range of a controller, they will also provide power to the components on the ground. Release and page Still Under Construction ™️ Dependency SpaceTux Library Availability Download: https://spacedock.info/mod/2268/DeployableBatteries Alternate download: https://github.com/linuxgurugamer/DeployableBatteries/releases Source: https://github.com/linuxgurugamer/DeployableBatteries License: GPLv3 Available in CKAN Please note that I am currently supporting both 1.7.3 and 1.8.0, at least for a while. So the Spacedock entry has both, you just need to look at the ChangeLog, or go to Github, which shows both at the same time.
  16. New release, 0.0.6.1 Updated usage of ToolbarController to latest version Added RegisterToolbarButton Removed the "Use Blizzy" option, not needed anymore Replaced old "WWW" class with ToolbarControl.LoadImageFromFile Deleted ToolbarWrapper.cs (was all commented out) Added imageDir to config file, so it can be overridden by a knowledgable user
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