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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Minor update to fix a segfault: 0.0.5.1 Moved thumbnail generation from the main menu to the space center scene Added check for Kopernicus already generated Please note that there are still issues with generating images using Kopernicus for KSP 1.7.1
  2. This has the potential to do a lot, but let's just get the current version working, new stuff can always be added later
  3. Hmmm, might be a timing issue. I'll work on it this evening during my modding stream. Greatly appreciate your patience and work on this
  4. New release, 0.8.12 Updated AssemblyVersion.tt for location-independent builds Deleted old code Deleted Toolbarwrapper.cs
  5. Is there anything else you can check for? I don't think you can actually do that, and I agree that it's a problem. It's significant enough to maybe ask @IgorZ to include a tiny MM patch which simply defines a "FOR", indicating whether it is the old or the new version.
  6. What exactly are you trying to do? Modules go in parts, not the other way around Are you saying that if the part is NOT a KAS_CPort1, then to add the KASLinkWinch? or Add the module only if the part KAS_CPORT1 is not installed?
  7. I don't know, we'll take a look at it this evening. 0.5 is what stock is normally set to, anyway Not sure if I understand. Need a part? That wouldn't be a MM thing, that would be more of an install. Unless you mean to modify a specific part?
  8. New release, 1.3.5 Updated for 1.7.2 Deleted old code Updated AssemblyVersion.tt for location independent builds Deleted Observer.cs (not used) Updated some deprecated method calls
  9. New release, 1.3.8 Version bump for 1.7.2 Removed old code Updated AssemblyVersion.tt to allow location-independent building Added new parameter to line in LaunchState.cs for an overrideGroup, no idea, set to 0 for now
  10. New reelase, 0.1.4 Moved icons into icon folder Updated AssemblyVersion.tt for location independent builds Deleted old code
  11. Take a look at Tac Self Destruct, may make sense to use the code? IMHO, no to both of these What does the patch do? If the pod has MOduleDataTransmitter, then probably Leave it at 0.5 for now I've merged the PR, and will be using it this evening when working on the Burst mod. I think this has gotten good enough to be able to use in a game, so I'll probably start using it in my Shuttle Challenge stream (could have used it last night) Also, I'm beginning to feel that we are nearly done. Do you have any idea how much longer your changes & fixes are going to need?
  12. New release, 0.0.5 Moved images out of pluginData folder, for performance (toolbar now uses the unBlur mod) Moved PlanetSelector class into it's own file Added code to check for Kopernicus, and if it does, writes a temporary cfg to disable the on-demand code in Kopernicuus at the next boot to initialize the thumbnails Added entry to settings page to force generation of thumbnails at next boot, only available when Kopernicus is installed Removed unnecessary "using" lines Updated AssemblyVersion.tt for location-independent builds I guess you missed it, this has been on the OP since you first suggested it, under a title called Important Kopernicus Note This update removes the need for that, and makes it merely a matter of restarting the game and the mod will take care of it automatically
  13. I just posted in the Kopernicus thread about this. I don't like asking users to play with files, especially if they aren't technical, this can cause big problems. I have some ideas about how to do it automatically, will see if any other suggestions come from that post.
  14. Looking for a bit of advice here regarding one of my mods and Kopernicus. Specifically, the Resonant Orbit Calculator tries to present an image of the planet being planned for. The mod generates images of each planet the first time the game is run with it installed. Unfortunately, Kopernicus's caching prevents this from working. @Gordon Dry suggested the following: The instructions are fine, I'm just a bit concerned about asking a non-technical user to perform all these steps. I can see huge problems caused by people making mistakes. I can easily code in something which would check to see if Kopernicus is installed, and if so, if the image files have been created; if not then to write the config file suggested and popup a message to the player telling them to restart the game. Just looking for some input as to whether this is a good method, or if you would have any other ideas. Thanks in advance
  15. What a coincidence. I'm going to be releasing a new mod in the next few days called BurstAtomicThrustModule, designed for atomic-powered rockets, will provide the ability to do a burst of power followed by a period of little to no power. It was specifically written for the Orbital Utility Vehicle (orbital tug) which has special atomic engines.
  16. Well, if KIS can't handle it, than what use would it be for this mod to make it? When KIS gets fixed, I'll get to this
  17. Its an interesting idea. How would you adjust the throttle? I would assume that you would want the twr adjusted according to the pressure, but how?
  18. New releases for KSP 1.7.2: Dated Quicksaves, 1.2.3.5 Editor Time, 1.0.6.4 NIMBY, 1.1.2.1 SensibleScreenshot, 1.2.4.4 Ship Save Splicer, 1.1.4.4 Tree Toppler, 1.1.3.4 Wwwwwwwww, 1.1.3.5 Version bump for 1.7.2 Updated all AssemblyVersion.tt for location independent builds
  19. New release, 0.7.18.3 Version bump for 1.7.2 Updated AssemblyVersion.tt for device-independent builds
  20. New release, 1.4.4.4 Version bump for 1.7.2 Updated AssemblyVersion.tt for location-independent compiling
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