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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Anybody know if this is compatible with Crew R&R. ? CrewR&R sends kerbals on vacation after returning from a mission. Internally it does this by changing the kerbal type to an invalid number ProtoCrewMember.RosterStatus VACATION = (ProtoCrewMember.RosterStatus)9001; I guess it all comes down to whether this mod changes the roster status for available crew. anybody know?
  2. This plus the upcoming DLC is going to make it a whole new game.
  3. Sorry, I think you are missing one fact. KSP-AVC is a fill mod, and is running correctly. Mini-AVC is included with EACH mod that uses it, which means that you can potentially have as many MiniAVC DLLs installed as mods. It’s up to the mod au5er to put in an updated version. But since you have the full AVS mod installed, you can ignore them. I suggest that you install MiniAVC to eliminate the messages entirely
  4. Not sure what you mean. You should already be able to modify the rotation by setting the deploy amount Any status on this?
  5. Speaking as a modder who has had at least two mods deprecated due to the functionality, i really don’t mind. The problem with a mod is that there is no reliable support, and the modder can and has left without any notice. So leaving it to the modder is simply asking for trouble.
  6. Check to see if the input locks are set. Not at a computer right now, but this sounds like that
  7. I'll repeat my offer here @Yeet_TheDinosaur You can present it to your parent as someone who streams the game and is willing to talk to anyone about anything related to the game. This way I'm not just some "random man on the internet", I have a reputation as a modder and a streamer, and they can read about me from whereever they want. I'll also point out that you can go to SpaceDock and get a list of 30 mods (it stops at 30) which I both wrote and adopted. The points raised above are very valid, unfortunately
  8. Ok, this was EXTREMELY helpful. The very short answer is: Nothing is wrong. The reason is that the MiniAVC is included in mods, not all of which may be running the latest version. That's what you are seeing. In your case, since you are running the full KSP-AVC, while they are there, they do not run because they see the full KSP-AVC. I'd suggest installing the ZeroMiniAVC mod (available from Spacedock here: https://spacedock.info/mod/1614/ZeroMiniAVC) which will rename all the MiniAVC files so they won't run at all after the first time
  9. New release, 1.76.0.3 Reverted previous commit which incorrectly changed a "|" to a "," in @PART lines My thanks to @VoidSquid for pointing this out to me
  10. Look in the directory : GameData\SHED\REKT\Localization All localization strings are in the files in this directory
  11. Add me to the list of supporters I'll go a step further. If you would like me to call your parents and talk to them, or have them call me, PM me about it. For reference, I'm in New Jersey, do US Eastern time zone. Regarding the no gaming attitude, it's not unreasonable given how addictive the can be. One more thing. I stream KSP on Twitch every Sunday and Monday evenings. If uncomfortable with a call, they can connect with me on Twitch, I'd love to chat with them while doing a mission or working on a mod
  12. Not really, (reloading during game). Part of the problem is that ModuleManager is needed, and by the time you would have that run with everything else, you might as just restart the game. Try playing around with: // This goes in the main body of the part config buoyancyScalar = 1 That's the default, try making it 1.1 or 1.2.
  13. Fixed the Engine Light Relit download link Fixed the Pebkac download link Not sure what's going on with AVC yet, could you post a complete log? Also, an FYI, for something like this, ping me so I get notified. I only came across this by accident
  14. New release, 1.4.1.3 Fixed download link in .version file
  15. New release, 1.6.0.2 Fixed download link in .version file
  16. Make a test install. Only have in it the mod you are testing (and any dependencies, of course). If you want, you can delete all stock parts except for the Cubic Octagonal Strut. Load times will be much faster. If it hangs during loading and you've deleted the stock parts, try putting them back and see what happens
  17. If you really want to, take a look at this mod: Go to the last post. If you follow the links to Github, you can look at the parts files to see how I converted them from Firespitter to B9PartSwitch This one is probably the best: https://github.com/linuxgurugamer/OrbitalTug/releases/download/1.3.0/OrbitalTug-SeparatePatchesFromParts.zip because it has all the MM configs in a MM_Patches directory. Good luck, and feel free to ask for help if you get stuck. Since you are learning, it may take a little while.
  18. Beyond the OP, you can read the original thread here: Not at the present time. If it ain't broke, don't fix it. I may do that eventually, but not now. And of course, if someone were to send me a PR with the changes, I'd be happy to accept it
  19. Yes, and there isn't an easy way to do that. I've written some scripts, but to make them foolproof, is almost impossible in the time available, also need to write them for 3 OSs. So either it gets incorporated into MM, or it's yet another mod for someone to load.
  20. An FYI for all, I've posted a request for a new IVA in this thread: If you know of someone who could make one, that would be great
  21. My (admittedly quick) thought was that it could be modified to respond to a specific statement to copy files, which could be included as part of a MM patch.
  22. That's kind of what I was thinking. It would be really neat if something like that could be added to MM, since it deals with all that already
  23. I'm hip deep in 4 other mods right now. Besides, since the directory can't be accessed, the files still need to be copied out and somewhere else. Which means an external script Gaaah, I hate it when an idea for a new mod pops in my head. In this case, a simple mod to copy specified files to a common location if they don't exist. Would be callable by any other mod which needs files copied such as the ones I'm dealing with Actually would be configured in a text file, if done correctly, could even do it before KSP gets started with processing files
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