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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. One thing I didn't notice with some of the earlier unmanned submissions was the comm satellites and how they got there. If I do a submission, it's going to include those as well :-) LGG
  2. It's a personal decision, based on my own feelings. If someone wants to do it, I'm not objecting, just that I won't be doing anything with it
  3. Hmmm, I was working on a submission, but after seeing some of the other submissions, not going to bother. The glider I built has hinges so that it can fold up nicely inside the fairing, which is what my impression of this challenge was. but then I see submissions with multiple wings on top of each other. I know that KSP allows this to work, and that the rules seem to allow it, but it just seems to me that the spirit of the challenge is being ignored, which was to create a plane which can be collapsed inside a fairing and then opened up to glide in all it's glory. I would reconsider if a new category was added which would be planes which don't exploit the inevitable loopholes which occur
  4. Sorry, i don't do or support any weapons mods or violence mods in KSP (other than rockets exploding, that is)
  5. One of the keys wasn't working, I really don't care that much about the colors, it's nice, but the feel of the keyboard is why I like it I downloaded the last version from January, and am getting these errors constantly repeated in the log: Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object at Corale.Colore.Core.RegistryHelper.TryGetSdkVersion (Corale.Colore.SdkVersion& ver) [0x0009a] in <9d81bb0e00ea44c3b3c4db1bde34399f>:0 at Corale.Colore.Core.Chroma.Initialize () [0x00027] in <9d81bb0e00ea44c3b3c4db1bde34399f>:0 at Corale.Colore.Core.Chroma..ctor () [0x00025] in <9d81bb0e00ea44c3b3c4db1bde34399f>:0 at Corale.Colore.Core.Chroma.get_Instance () [0x00015] in <9d81bb0e00ea44c3b3c4db1bde34399f>:0 at Corale.Colore.Core.Chroma.InitInstance () [0x00000] in <9d81bb0e00ea44c3b3c4db1bde34399f>:0 at Corale.Colore.Core.Keyboard..ctor () [0x00015] in <9d81bb0e00ea44c3b3c4db1bde34399f>:0 at Corale.Colore.Core.Keyboard.get_Instance () [0x00015] in <9d81bb0e00ea44c3b3c4db1bde34399f>:0 at KspChromaControl.ColoreDrain.ApplyToKeyboard (KspChromaControl.ColorSchemes.ColorScheme colorScheme) [0x00055] in <171e0c48e415421db8318eb98a3e60a0>:0 at KspChromaControl.ColoreDrain.Send (KspChromaControl.ColorSchemes.ColorScheme scheme) [0x00000] in <171e0c48e415421db8318eb98a3e60a0>:0 at KspChromaControl.KspChromaPlugin+<>c__DisplayClass8_0.<Update>b__0 (KspChromaControl.IDataDrain drain) [0x00000] in <171e0c48e415421db8318eb98a3e60a0>:0 at System.Collections.Generic.List`1[T].ForEach (System.Action`1[T] action) [0x00024] in <9577ac7a62ef43179789031239ba8798>:0 at KspChromaControl.KspChromaPlugin.Update () [0x000a4] in <171e0c48e415421db8318eb98a3e60a0>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) No idea what's going on, let me know if you want the complete log file Edit: I think I figured it out, had to have the Chroma Connect module installed in Synapse. You may want to update the instructions What's really odd is that I have to install the module in Synapse 3, but need Synapse 2 to control the keyboard. although I don't need Synapse 2 to be running for KerbalChroma to control the keyboard lights You may want to put a try/catch around the ApplyToKeyboard() to report an error and exit if a failure condition is experienced, otherewise it can be a frustrating experience for anyone trying to use it
  6. Think you can update CKAN for this? I just got my keyboard fixed, would like to install it with CKAN if possible LGG
  7. If the part uses standard part modules (such as ModuleAnchoredDeoupler, ModuleControlSurface, CompoundPart, ModuleEngines or ModuleEnginesFX, then yes. Regarding the log file, could you turn on the debug flag in the mod (it's on the stock setting page, first column, near the top), and redo the log, and then make it available on Dropbox, Google Drive or another file sharing site, please. I couldn't get the KSP.log you posted. I'd also prefer the Player.log thx Edit: Set the setting "Max altitude of failure" to something close to 0. This mod only works in atmosphere, and you are essentially saying to only fail at the top of the atmosphere
  8. Thanks. I actually don't want to look at existing submissions before I try this
  9. You can install the Hanger mod, and store planes in the hanger
  10. Clarification. If no propellers, is there any limit to the EC on the plane?
  11. I need the two radial decouplers. I'm not too sure about the name changes, that will break any old vessels
  12. Well, someone will always be able to find _something_ to be offended about. And yes, that one is a bit risque. But if I start editing things because one person or another is offended, then essentially I would be surrendering to the "woke" crowd (interpret "woke" however you will). And frankly, I'm not going to do that. No offense intended or taken.
  13. New release, 4.0.0.12 Updated Entry cost, cost, mass & amount of storage for the 5 round tanks Update spreadsheet in docs with round tank values on new page
  14. New release, 1.0.0.3 Renamed all DLLs with the prefix "samv_" to avoid collisions with DLLs from other mods. (EVE had a dll called "utils.dll") Updated build instructions Thanks to user @akyyy for identifying the issue with the DLL names CKAN should automatically delete the old DLLs and install the new ones. If you are doing manual install, you MUST delete the entire samv_* directory in both the client and the server before installing the new one, otherwise you will get conflicting DLLs installed
  15. Wondering the status of this. Not poking, just trying to figure out if I should wait a bit before installing. I noticed that on CKAN it's still listed as max game of 1.9.1
  16. That's very interesting, thanks. and I'll change the name of the dlls later today
  17. It should already be there, use either the CAMERA_RESET (default is the backtic) or CAMERA_NEXT (default is V)
  18. New release, 1.8.4.1 Fixed issue where buttons to change throttle weren't working unless there was at least one axis defined
  19. No, not all of GameData/ Talking about Squad parts, then Gameta\Squad\Parts\* EXCEPT for those two directories specified in the OP: GameData\Squad\Parts\Command\Mk1-3Pod\* GameData\Squad\Parts\Prebuilt\*
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