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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. What language are you using? That's a stock value, not referenced by KCT at all Please provide log files, and your ModuleManager.ConfigCache as well
  2. No problem, glad we got it figured out. Just an FYI, next time please provide a link to the entire log file. The error would have been obvious to me from looking at it.
  3. @EnzoMeertens I've been getting random NullRefs from KKS_Leak.FixedUpdate when returning to the Editor. I took a look at the code, and have wrapped all possibilities where it can happen with debugging code, and put this into my career game. This way, if/when it happens again, I'll have a pretty good idea of what's going on. I dislike NullRefs intensely, because a random, harmless nullref can hide a significant one. Once I have this fixed, I'll push a PR to you LGG
  4. New release for DatedQuicksave, 1.2.3.4 Updated DatedQuicksave to have one place to define the saveFolder Added to DatedQuicksave checks for file existance before deletion to avoid nullref if file is missin
  5. I just realized that I hadn't updated the OP with the dependencies. If they aren't there, it won't work. I'm assuming you installed it manually, since CKAN would have installed them for you: Dependencies ToolbarController ClickThroughBlocker
  6. As far as I know, yes. But you have to be in the Flight scene, it won't work or do anything in any other scene
  7. New release, 2.2.1 Thanks to @severedsolo for this: Update ASL/AGL indicator on stock UI when LH switches modes.
  8. Go into the Settings. On the settings page, enable the "Enable Flat Rate Model", and then change the Flat Rate: Recovery Modifier (%) to 100%
  9. It's in here: https://www.dropbox.com/s/peahg0u58ejm6fm/B9ShuttleWings-beta3.zip?dl=0 You will also need the B9PartModule mod for this. The part I'm working on is the B9_Shuttle_TailWing. When I load it into Blender, it looks like the parachute which goes out the back of the rudder is aligned on the Z axis (ie: The whole assembly is 90 degrees off). I suspect this is why the animation of the chute sometimes goes forward instead of backwards. See this picture for an example, there are three identical rudders on this plane (as well as a tiny drogue chute near the front). So my immediate goal is to get this fixed, secondary is to learn, if not by fixing this, then by starting to make parts. I don't expect to become an expert, but want to at least get comfortable doing it:
  10. Well, I was not thinking of that, but that is exactly what I had in my challenge game. Good call, thanks
  11. New release, 0.2.1.9 Version bump to fix bad release Updated CKAN to use Spacedock @lalomartinezmm please let me know if this fixes your issue
  12. In flight, I believe it came in 1.6 Not all command pods have it, most if not all probe cores do
  13. It actually is for myself. Im trying to learn a little bit about modeling, but not that muc time to research stuff i dont know
  14. Thanks. Assuming no other issues with this beta, I'll probably turn it into a full release in a day or so
  15. No need. You can use a probe core, set SAS to prograde, and then adjust the angle of control on the probe core. I use it all the time with my shuttles
  16. Excellent job providing a bug report and a method to replicate it. Thank you, I'm working on a fix now ==================================================================== New release, 0.1.16.8 In TrackResource, moved initializion of vars into the Start() method Fixed exception caused when kerbals going on eva
  17. New BETA, 1.4.6.3 Fixed issue where launching vessel would not properly load kerbals into crewed part Available here: https://github.com/linuxgurugamer/KCT/releases/tag/1.4.6.3 Sorry for the problem, it didn't show up in testing, and was subtle enough that I had to back out one change at a time until I found it. If any of you have some time available, I'm interested in hearing about the performance improvements over the past few releases (including this morning's beta release). My system is too fast for me to see the issue, and to load up a secondary system take time, besides, it's not a real-life test which you can do. Thank you
  18. I was just able to replicate this bug. It IS with the current beta Will work on it, no need for any more tests at this time
  19. To all of you who are having problems, I need you to do the following: First, try the current beta here, which fixes a bug which might be related: https://github.com/linuxgurugamer/KCT/releases/tag/1.4.6.2 If that doesn't fix it, then do the following: Create a new install. Install the following: KCT 1.4.6.2-BETA Magicore 1.3.1.5 and NOTHING ELSE!!! See if you can reproduce this problem. If not, then add one or two mods at a time until you can. Once you have a minimal install which can reproduce this, please send me the details including KSP version, any other mods installed, log files and save files. You can get the beta here: https://github.com/linuxgurugamer/KCT/releases/tag/1.4.6.2 There were a number of optimized loops in this release, seems like one is off, but I need your help to figure it out And if you were already using the beta, just let me know
  20. Looks like the .version file is wrong. Try deleting the .version file in the directory. What makes you think it isn't working?
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