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KSP2 Release Notes
Everything posted by linuxgurugamer
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If you have a reasonably short list of mods, or a .ckan file, I could use that with your craft For both of you, please describe the stages: Liquid or solid? If liquid, is there any fuel left? And, if liquid, are you trying to use Powered Recovery? I have an idea of what's going on, would be helpful to know the answers
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Ok, I need test vessels which do not have any mod parts on them, unless those parts are causing the problem. I just looked at both of @DaveLChgo's craft, and they have numerous mods. Please remove the mods from those craft, I can't use them. They appear to need multiple mods installed, and I don't have that sort of time. I'll continue testing on my own, but could really use some stock craft which show the problem. Using Mechjeb (I do have that installed) to do the launch would be fine, just tell me your settings
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[1.9.x] NEBULA EVA Handrails Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 0.2.1.11 Fixed patch Removed ModuleManager -
What mod, and are the dependencies installed? Also, a log file would be helpful
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[1.9.x] NEBULA EVA Handrails Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
It's a problem with a patch, will be fixed this evening. It's actually been there for a long time without anybody noticing the problem -
Discussion re. renaming installation directories
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mods Discussions
Hmmm. Maybe I'll have to do it on a case-by-case basis. -
I think I just came up with a bug in MM. I have a mod, EVA Handrails Continued, which needs MM to run. All of a sudden, it's not working, getting errors like this: PartLoader: Compiling Part 'NEBULA/EVAHandRailsPack/handrail 2mR curved/handrail 2mR/EVA handrail curved 3mR' PartCompiler: Cannot clone model 'NEBULA/handrail 2mR curved/model' as model does not exist PartCompiler: Model was not compiled correctly When I remove the MM dll, the models do get compiled properly. Log files here: https://www.dropbox.com/sh/t7uoksssesgahxe/AABTTxu7GMczgE4RSz6G05mPa?dl=0 The only change between the compiles is that MM was removed for the Good compile. These logs are from a Windows, system, I saw the same errors on a Mac Please don't say "remove the spaces". The spaces are there, and have been there for a very long time. For various reasons, they will be staying
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[1.9.x] NEBULA EVA Handrails Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I really need that log, because questions are arising which might affect this. for example, what OS are you running, do you have ModuleManager installed, etc. -
[1.9.x] NEBULA EVA Handrails Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
How about a log file? -
As you know, I have quite a large number of mods which I've updated. Up until now, I've tried to keep the installation directories the same. However, this is leading to some confusion both on my part and others when using Janitor's Closet, etc. A simple example is the Mk2.5 Spaceplane Parts, which is in a directory called RaginCaucasin. I'm seriously thinking about renaming the directories for this and some other mods which I support. Quite a number of authors decided to keep all their own mods in a single master directory, and to have each of their mods have a subdir inside their master directory. The only think I think I'll have to worry about is to add a small MM stanza which provides a "FOR" statement for each mod renamed; this to avoid breaking any MM scripts which depend on or check on the existence of a mod An alternative (for Janitor's Closet) would be for me to create a mapping of directory name to mod name. I'm interested in hearing other views on this, please. If good reasons are presented as to why this wouldn't be a good idea, I'll probably not do this.
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News Flash: SpaceTux Industries, in conjunction with Apoapsis Industries, is pleased to announce the expansion of the adopted Mk2.5 Spaceplane Parts with the addition of a larger cargo bay, capable of holding large cargos up to 3.75 meters in diameter, nicknamed the Beluga parts This will enhance our offerings, providing the ability to bring large cargos to and from orbit without the need for an overlarge shuttle. Costs can be minimized, and larger cargoes brought to orbit. ================= New release, 1.5.1 Converted all TGA and PNG files to DDS. Note that there are a few png files which have a zero length, those are needed due to a quirk in the way the texture is read Added Beluga parts, thanks to @suicidalInsanity Credit to @suicidalInsanity for all the following parts contributed in the past: Mk2.5-mk3 adapter Mk2.5-mk2 adapter Tail ramp Mk2.5 Engine Plate Updated the Engine Mount and the Mk2.5 Engine Plate to use B9PartSwitch to switch between 1, 2, and 3 mount points for the engine. Now requires B9PartSwitch as a dependency
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[1.4.x - 1.7.x] Scott Manley Head Pack Continued!
linuxgurugamer replied to Heirloom's topic in KSP1 Mod Releases
OMG, the absolute horror of it! TG it can't appear without being installed -
I'm trying to test this, but need more information: Career, Science or Sandbox? Expansion installed? Language (locale)? Which tech nodes are being researched? That value should be replaced with "Engineering 101", at least in the english version. If you start a new game, and hover the mouse over the engineering node, what does it show?