Jump to content

linuxgurugamer

Bug Hunter
  • Posts

    24,969
  • Joined

  • Last visited

Everything posted by linuxgurugamer

  1. I finished STS-9 last night, with a Class A asteroid. Before I post my results, I'm trying to do it with a Class B asteroid, hopefully will get that done tonite
  2. I heard back from @Angel-125 There is no recompile needed, the only "integration" is that Baris turns off some features if KCT is installed. This, and the message from @HawkEngineer, seems to indicate it's a problem in your install
  3. Baris may need to be recompiled against the current version, I'll reach out to @Angel-125
  4. New release, 3.5.3.5 Fixed nullrefs when trying to use this mod after switching editor screens
  5. New release, 1.4.5.1 Removed bad dll and zip Sorry about the bad release, staying compatible with the RO release caused the issue. Fixed now
  6. We need the log files. Without them, no one can help you. Log files are output_log.txt and and KSP.log
  7. New release, 1.4.5 Started with latest KSP-RO repo of KCT Replaced all commented out 1.4 code with #if KSP1_4/#endif blocks Changed the /* 1.4 Addition to // 1.4 Addition Added coroutine: HandleEditorButton_Coroutine() to reset the button handlers every 1/2 second Added StartCoroutine to end of Start() in KerbalConstructionTime.cs The following were done to optimize the code a bit, to remove unnecessary code from a FixedUpdate Created new function KerbalConstructionTime.UpdateTechlistIconColor() which contains the code which was in the FixedUpdate() Commented out the code in FixedUpdate() which was replaced by new method Changed the TechList from a list to an IList, and in all methods which change the list, added a call to KerbalConstructionTime.instance.UpdateTechlistIconColor(); to each method in the IList which changes the list. More changes, related to release Renamed .version to KerbalConstructionTime.version Copied KerbalConstructionTime.version to root directory Renamed KerbalConstructionTime.csproj to KerbalConstructionTime-KSP1-4.csproj Put original KerbalConstructionTime.csproj back in place Created stock copy of .version file Copied the assemblyversion.tt to AssemblyVersion-Stock.tt Modified AssemblyVersion-Stock.tt to use the Stock.version file For right now, I'll be continuing with this thread, but I may eventually want to start a new thread, just so I have control over the OP @magico13 was gracious enough to add me as a coauthor on Spacedock, it's been updated with the latest release.
  8. New release, 0.2.3.2 Fixed check for input fields, so that the keys aren't active if any of the input fields (search, ship name, ship description) are active
  9. Adding a timing check to both the full AVC and MiniAVC is fine and a good idea. For the Miniacv. I would say put a cfg file in the GameData directory. It would be optional, would only be there if someone put it there.
  10. I've released the mod, new thread here: Please move all discussion to the new thread
  11. This is a continuation of the mod by @ObiVanDamme - original thread here, and originally continued by @Aelfhe1m , thread here ---------------------------- Availability Source Code: https://github.com/linuxgurugamer/Workshop Download: https://spacedock.info/mod/2086/OSE Workshop Reworked License: CC-BY-NC-SA Now available in CKAN DISCLAIMER The functionality of the parts have changed a bit from the previous version. See below for a description This mod is science mode ready. All parts are placed at there correct node in the tech tree. This mod is career mode ready. The parts and the printing process itself (cost of MaterialKits plus EC) is scaled so that costs of MaterialKits and other resources match the cost of the printed parts. What does it do? The OSE - Workshop is a new Part that is meant to be used together with Kerbal Inventory System (KIS). It allows you to create parts in flight. Current Features Queueing of items for production All Items require MaterialKits, ElectricCharge and a crew of two Kerbals to be created The amount of MaterialKits needed is depending on the mass of the created item => To create an item with the mass of one ton you need one ton of MaterialKits (not one unit) Recycling of items stored in your vessels inventory Processing of Ore into MaterialParts Cancelation of item production Selection of target inventory Efficiency based on Crew Traits Planned Features Specialized Workshops for different categories Known issues and restrictions N / A Changes from previous versions Regarding the stand-alone tech: 3D Printing Lab, Advanced Exploration. Can print parts Recycling, Field Science (using the AICore part), Can recycle parts into what they were made from. 45% recovery Ore Processing, Advanced Science Tech, can process ore into MaterialKits Material Extractor, Advanced Science Tech, can process ore into MaterialKits, Dirt into ExoticMinerals and RareMetals Optionally, takes acceleration into account. If enabled (see options), acceleration >2g will cause damage If damaged, needs DuctTape to repair No change to the way stock scanners and drills are treated, the mod adds Dirt, ExoticMinerals and RareMetals to stock scanners and drills if EL, MKS is installed: 3D Printing Lab, Advanced Exploration, can print parts, can recycle parts Workshop AI Core, Field Science, can print parts, can recycle parts, automated Workshop Chemical, Advanced Science Tech, can print parts, can recycle parts, can convert ore to MaterialKits Material Extractor, Advanced Science Tech, can process ore into MaterialKits, Dirt into ExoticMinerals and RareMetals Required mods KIS by KospY, Winn75 and IgorZ FirespitterCore by snjo CommunityResourcePack by the KSP Community ModuleManager by sarbian & ialdabaoth ClickThroughBlocker by LinuxGuruGamer **** Added ToolbarController as a dependency **** **** Added SpaceTuxLibrary as a dependency **** NOTE: The above required mods must be downloaded separately. Recommended Mods Pathfinder by Angel-125 Kerbal Planetary Base System by Nils277 USI Modular Kolonization System by RoverDude License OSE Workshop is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license, which means You are permitted to use, copy and redistribute my work as-is. You may remix your own derivatives (new models, alternative textures, etc.) and release them under your own name. You may not use the material for any commercial purposes. You must use the same license as the original work. You must credit the following people when publishing your derivatives in the download and forum posts: ObiVanDamme and Enceos (OSE Workshop), KospY and Winn75 (Kerbal Attachment System), Alshain (category icons). Credits and Thanks Portions of this codebase include source by taniwha, used under GNU general public license. KIS is the original Work of KospY, Winn75 and IgorZ - Thank you for creating this awesome mod. Original coding pre version 1.2.0 by ObiVanDamme and Angel-125 Authors Aelfhe1m: continuation of mod from version 1.2.0 ObiVanDamme: mod idea and C# programming Enceos: 3D models and textures Angel-125: Maintenance during ObiVanDamme's absence Alshain: category icons LinuxGuruGamer: Bug fixes and updates for 1.6.1
  12. First, the complete log file would be helpful. Second, correct me if I'm wrong, but if you launch without the SRBs, it work ok? Finally, a copy of the craft file for testing would also be helpfull
  13. Thanks. So I think the answer is 3. What do you mean by "nail"? as opposed to placing the flag Edit: Riddle, I missed that...
  14. How many astronauts do you need to nail the flag?
  15. Assuming google translate was correct, this is asking how many astronauts does it take to set the flag. It only take one (1) astronaut to place a flag, In earlier versions of the game, each occupant would have to set their own flag to get credit, but I think that was changed in the last 1 or 2 versions so that all occupants of a vessel get the credit for a flag being placed
  16. If any of you want to send me patches & fixes for 1.6, I'll curate this and do a real release once there are significant updates. That is the USS Stargazer. Captain Picard's old ship
  17. The mod is still available on Curse, here: https://kerbal.curseforge.com/projects/scifi-shipyards-v3-1
  18. The log files can still help. They may not show a crash but they can certainly show various interactions which you be not be aware of.
×
×
  • Create New...