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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. I prefer using Stage Recovery, i have no desire to land my boosters manually. It's usually not a great idea to remove mods, especially those which change the gameplay. Visual mods are ok to add or remove at will
  2. Take a look at KWRocketry Rebalanced for examples of how to fix the rcs problems You neex to replace ModuleRCS with ModuleRCSFX
  3. Beta 3 Fixed for loop Converted more foreach into for loops https://github.com/linuxgurugamer/KCT/releases/tag/1.4.6.2 Moving forward, I'm looking at each "foreach" statement. For one-time runs (ie: loading or saving data), I'm going to leave it alone. But for those which get done multiple times, I'll be updating There are some foreach loops which can't be changed, since they are looping over IEnumerable values, I'm glad to hear that your performance is improved.
  4. I found the problem, want to check a few other places and will update the beta in a few minutes
  5. Main Menu->Settings->General 2nd toggle from top Show Space Center Crew
  6. That is why its a beta. Log file, please. Also, have you tried disabling the little people animation in the vab? That would also help your performance issue I'm not seeing this error, I really need that log file. Also, do you have any vessels in the queue or storage?
  7. Oh, I know that. But I was wondering if a new statement could be added, or expanding the functionality of the name, which could reassign the location. It would be up to the script author to ensure that any changes made to the location of the new part would not be broken. For examp,e, in the part I’m copying, the config already specifies the full path to the model by using a MODEL node. I dont know how difficult it would be to implement the following suggestions: use the +PART to specify the new path/location as follows: +PART[part, newpath] Another possibility could incorporate the path into the line giving the part a new name: @name = /GilB9Shuttle_Wings/Parts/B9_Elevon1 A third could be a new statement which would specify the path. As far as I know, none of these suggestions would break any existing parts
  8. New beta: 1.4.6.2-beta2 Optimized the stock toolbar button texture setting (for the flashing of the button) Removed log spam: UpdateTechlistIconColor Added whitelist of fuels for the "Fill Tanks" & "Fill Tanks and Launch" Moved initialization of static GUI stuff into the loader Fixed memory leak and cause of stuttering in the editor Added automatic sizing and placement to Build Plans button for UI scaling Added TextureScale.cs to support sizing & placement of the buttons https://github.com/linuxgurugamer/KCT/releases/tag/1.4.6.2
  9. @sarbian @blowfish I have a problem with the copy, specifically as it is used to copy parts. The problem is that the copy is put in the same location (dir structure??) as the original. This is a problem when a mod is making significant changes to a copy of a stock part, but the part is still listed as being in the squad directory. Specifically, the following: +PART[wingShuttleElevon1] { @name = B9_Elevon1 } works, but when looking at the structure in the parts list, it is in the same location as the original part (wingShuttleElvon1) I'm not sure how, but it would be nice to be able to specify which mod directory the copied part should pretend to be from. This is (as far as I know) only a significant problem with The Janitor's Closet; when I want to see all the parts for the B9 Wings, this part doesn't show up, but it shows up when showing the Squad parts. I've looked through the documentation, and can't find anything which might help I also tried specifying the path in the name, like this: @name = /GilB9Shuttle_Wings/Parts/B9_Elevon1 but it didn't work either
  10. The problem with the stock windows is that I'd have to put in code to check for all possible windows, everywhere that text can be entered. A rather daunting project
  11. When the construction is finished, the vessel is in storage. There is a little button to the left of each vessel in storage, clicking that will bring up a menu which includes an edit function. I'm adding scaling of the position and size to the button, will be there in next release
  12. Nothing can be done. That's because it's a stock dialog, the ClickThroughblocker only works with mods I'll keep it in mind when 1.7 drops
  13. The current control surface is a single piece, even though it looks like two. I'm working on providing two smaller surfaces, based on the stock Shuttle Elvon 1 & 2. They will be scalable, and will be both surface attachable and node attachable
  14. Nice thing about the Mun is that the gravity is low enough so you can land on your tail and then pitch over onto your landing gear. And nothing says you can't keep your external tank for the trip TO the Mun
  15. ok I think he wants to keep the original textures, so they are visually different than the new ones
  16. Please check the latest release to be sure I incorporated your changes correctly. Thx
  17. @DStaal I have no ego invested in this mod, if you would like to take it over, let me know. I'm adding it now, thanks New release, 0.1.10.3 Updated snacks probe
  18. Are you using a 100% scale factor? The difference in size seems that you might be running at 110% or 120%, if so, I'll need to make an adjustment Edit: I've added a scaling factor to the position of the button. I haven't yet changed the button size for the different scales
  19. @Tonka Crash @MisfitMarius I've applied both your changes to my local repo. I'm going to hold off on the release for a few days in case any more changes become necessary Thanks for the PR & messages about the issues For now I've added it to both, but commented it out in in the StationCore.cfg file. The idea behind the CONTRACT_GROUP is that each contract references the group, and all the group settings are applied to the contract
  20. New release, 3.3.20 Added new feature activated by default letter B: Centers the vessel horizontally in the editor, and lowers it to 5m high Note: Alt-C is relatively unknown and toggles the snap on and off
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