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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Which is why in order matic off site backup is perfect for you, because it backs up everything, even the stuff you delete, and you can get stuff from the past.
  2. New release, 1.4.5.9 Added dynamic window ids, determined at runtime. Avoids duplicates which lead to strange errors Please let me know if the build plans window gets messed up again. Also, I am looking into the old bug of launching a recovered plane (and editing it) puts it up on it's tail
  3. Hi, I'm now supporting KCT, and there is a long-standing bug I'm looking in to. The issue is that when KCT recovers a plane and stores it, when it is relaunched it is vertical on it's tail, same goes for when editing the stored craft. I'm pretty sure it's a result of the SPH being rotated 90 degrees from the VAB (ie: load a vessel in the VAB, switch to the SPH and click the root part, the vessel flips 90 degrees). So, what I think I need to do is to flip the plane -90 degrees when recovering it. But this is dealing with Quaternions, and I have no idea what to do. Can anyone help? Assume the active vessel is being recovered (FlightGlobals.ActiveVessels) and it's a plane. Thanks in advance
  4. Nuts, I thought I had fixed that. It's not you. I've been unable to reproduce it since I fixed an issue with the window, do you have a complete set of steps to reproduce it every time? It's not every time, once it works, it will continue to work. It's indicative of an uninitialized variable, but I haven't found it yet, because it is seemingly random Edit: I think I just found it, and it's actually deeper than I thought. I have to fix duplicated window ids in several places. Most of these are old, just the building plans is new
  5. Yes, I'm reviving a mod RetroFuture, which used the old pWings. It has textures for it's wings, Id like to make them the standard texture for the parts in the mod
  6. New release, 1.4.5.8 Updated stock version file download link Fixed main skin button being changed in the new Build Plans window, was messing up all other windows after it had been opened one time Updated button to add to building plans to show message if vessel not named or if it is 'Untitled Space Vessel' Added message if no vessel in editor
  7. I am aware of it, as you thought, it is a bug from the old version which I haven't found/fixed yet
  8. The Building Plans window is used to start a build on a stored plan from anywhere in KSP. The process starts in the Editor. There is a new button on the top bar, colored blue. Click that when you have a vessel in the editor for which you would like to save the plan for. It brings up a dialog where you can add it to the building plans, or view the current building plans for either the VAB or SPH. This are NOT vessels under construction. Side note: I've fixed the issue with the buttons getting messed up, but found a bug in the Building Plans window, will get that fixed before a new release
  9. Thank you for that. Seems that somewhere the main skin is being changed, I’ll get right on it
  10. Not really, older version need to be done by hand. It's the result of providing builds for 3 versions of KSP. CKAN sees the 1.4.0.69 because there is only one file for that version of KSP. CKAN is not capable at this time of having the same mod having different files for each version of KSP. However, the 1.6.1 version does work on 1.5.1 without any problems (from some testing I've done)
  11. If this mod is installed by itself, and later another such as Earn Your Stripes is added, will the new mod be able to see the history?
  12. For all interested, I have a beta available of this mod updated for 1.6: https://github.com/linuxgurugamer/RetroFuture/releases/tag/b1 The AlternateStockalikeScheme replaces some textures to make the mod look more stockalike. Read the instructions in the zip file Requires the following mod: Firespitter Core Recommends the following mods: SmokeScreen TweakScale Suggests: Tweakscale Ferram Aerospace Research I need feedback, even if it's to say all is good. No feedback will mean a lack of interest, and i may not continue beyond this.
  13. Sorry, I'm not sure what you are referring to. Is it the link from AVC? or the in-game link? Edit: I just saw the link shown in AVC was wrong, I've fixed it and it will be in the next release
  14. New release, 1.4.5.7 (this fixes the build issue) This first section is specific to the RO: Added AssemblyVersion-RO.tt for the RO build Modified AssemblyVersion-RO.tt to write AssemblyFileVersion instead of AssemblyVersion Commented out the AssemblyFileVersion in VersionInfo.cs Renamed KerbalConstructionTime.version to KerbalConstructionTime-RO.version Added Pre-build steps to run the TextTemplate This is the regular build Moved several GUIStyle vars out of DrawBuildListWindow(), made them static and initted them one time only Thanks to @JadeOfMaar for this: Added buttons for the stock toolbar, not fuzzy anymore Renamed existing button files to indicate the size of the icon Added code to deal with "Important" for stock toolbar Changed Fill Tank to ignore locked tanks Added new button on launch dialog: Fill tanks & Launch, ignores locked tanks Added support for Community Trait Icons for the crew selection. It's optional, but really looks nice Replaced level number by itself with the number in parens, followed by stars in the crew selection Make crew selection window a bit wider to accomodate the icons Added a Building Plans window New button on top bar in Editor to open up the Building Plans window Will not save a vessel as a plan without a name. Saving a vessel with the same name as an existing one will overwrite the old one Removed all blocks of commented-out code Fixed jenkins to define the KSP1_4 flag
  15. I've confirmed there is a problem with the build for 1.5.1. It's there because I'm maintaining compatibility with the RO version. That being said, the 1.6.1 version will work on 1.5.1 without any problem. So, @Svm420 please download and install the 1.6.1 version and see how it works
  16. Ummm, if you feel that way fine. But all I can do is respond. For instance, this is the first time you said which version of KSP you were running. I'm not clairvoyant, how would I know? Yes, it's in the log file, but I wasn't looking at the KSP version, I was looking at the KCT info. Also, while the github has multiple versions, the compiles for the previous version are there as a courtesy. In most cases there isn't a problem, but now that you've identified both the KSP version and where you got the dll from, I'll be able to do a proper test of your situation. If you feel I'm short, well, you try supporting over 179 mods.
  17. @blackheart612 I just found that a number of the parts in AirplanesPlus is missing the bulkheadProfiles line. This causes the editor to go screwy if you try to show parts by profile. I found them by using the following MM patch, and then scanning the ModuleManager.ConfigCache: // This is to work around unpatched mods. It's not as good as having the //correct profiles defined, but it avoids locking up the VAB. @PART[*]:HAS[~bulkheadProfiles[]] { bulkheadProfiles = srf, missingBulkheadProfiles } The parts are: AirplanePlus/Parts/Engine/Early/51/part AirplanePlus/Parts/Engine/Early/chaika/part AirplanePlus/Parts/Engine/Early/fokker/part AirplanePlus/Parts/Engine/Early/hawker/part AirplanePlus/Parts/Engine/Early/spad/part AirplanePlus/Parts/Engine/Modern/152prop/part AirplanePlus/Parts/Engine/Modern/609prop/part AirplanePlus/Parts/Engine/Modern/hercules/part AirplanePlus/Parts/Engine/Modern/KP-12/part AirplanePlus/Parts/Engine/Modern/predator/part AirplanePlus/Parts/Engine/Modern/tbmprop/part AirplanePlus/Parts/Engine/Pre-modern/109/part AirplanePlus/Parts/Engine/Pre-modern/Corsair/part AirplanePlus/Parts/Engine/Pre-modern/DuplexCyclone/part AirplanePlus/Parts/Engine/Pre-modern/K1710/part AirplanePlus/Parts/Engine/Pre-modern/Marlin/part AirplanePlus/Parts/Engine/Pre-modern/Spitfire/part AirplanePlus/Parts/Engine/Pre-modern/Yak/part AirplanePlus/Parts/Engine/Pre-modern/Zero/part AirplanePlus/Parts/Engine/Rotorwing/bellprop/part AirplanePlus/Parts/Engine/Rotorwing/belltailprop/part AirplanePlus/Parts/Engine/Rotorwing/blackhawkprop/part AirplanePlus/Parts/Engine/Rotorwing/chinookprop/part AirplanePlus/Parts/Engine/Rotorwing/coaxialprop/part AirplanePlus/Parts/Engine/Rotorwing/hipprop/part AirplanePlus/Parts/Engine/Rotorwing/hiptailprop/part AirplanePlus/Parts/Engine/Rotorwing/hueyprop/part AirplanePlus/Parts/Engine/Rotorwing/hueytailprop/part AirplanePlus/Parts/Engine/Rotorwing/powerprop/part AirplanePlus/Parts/Engine/Rotorwing/powertailprop/part AirplanePlus/Parts/Utility/Skid/part
  18. I have no idea what dll you are running, but it's not my version. I found this from the log file. In your log file: KerbalConstructionTime v1.0.3.1 / v1.4.1.00 and in the current log file, using KCT which I just downloaded: KerbalConstructionTime v1.4.5.5 / v1.4.1.00 It looks like you are running either the RO code or an old version. Either way, it has nothing to do with my release
  19. Log file, please, and another picture showing the menu on the completed ship
  20. I looked at the code, the Select LaunchSite button only appears for vessels instorage, not those under construction. In your picture, the vessel in question is under construction. Warp to complete and see if it appears then I just tested it, and it is working
  21. While I don't think it's related, that is a prerelease version. Can you please test using 1.4.5.59
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