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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. I was basing it on some comments earlier. So, this is what I"m aiming for: 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 Changes made to stock parts to support this mod (unchanged from previous) Stock scanners and drills, Adding Dirt,ExoticMinerals and RareMetals to stock scanners and drills if EL, MKS or WBI 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
  2. Here you go: PartInfo PartInfo is a simple mod to expose the internal part name and path to the part file. The data shows up in the VAB/SPH when you right-click on a part in the part list https://github.com/linuxgurugamer/PartInfo/releases/tag/0.0.1 I'll do a more formal release later. Before I do, is there any other internal information you would like to have exposed? If any more are added, I'll add in some sort of configuration option. Right now this is just about as simple a mod as you can get It DOES require ModuleManager
  3. Janitor's Closet currently can show the mod a part is from when you hover over the part in the parts list. This might be doable, but the question is, is this necessary all the time or would this be needed occassionally. I'm also thinking it shouldn't be too difficult to write a mod to add that info to the part info column Thinking about this, it might be easier than I thought. Stay tuned for further announcements :-) It is a setting
  4. Ok. I just finished the coding work for the new features, I'll see if I can add this I'm now working on the configs; the stand-alone mod will have the functionality broken into the three parts as I discussed earlier. If one of the other mods (EL, MKS, GC) are installed, then the parts will be very similar to the way they are today
  5. No, I missed that, I'll have to get back to it later. The update is merely fixes some localization issues
  6. Would anybody find the ability to set an alarm for when the recycling ends useful?
  7. Thank you, I'll get these added New release, 1.3.4.1 Added missing configs for new parts, thanks @dlrk
  8. I have a vague idea of what this means: RESOURCES LEAK! The IconViewer was not disposed but not sure how to find it. Any advice would be helpful. This is in the OSE Workshop which I'm working on. I'm going to guess that it has to do with the icons not being disposed properly, but no idea (yet) where to find it. I'm currently working on another issue with it right now. Luckily, it only seems to happen when a part is being recycled
  9. I've downloaded the craft files (next time please post a link, the forum put in some control characters I had to remove) I installed REKT 0.4.6.2 and it's dependencies Both craft seemed to work fine for me You seem to have a lot of mods, I have no idea what would be causing the issue. Just make sure you have the latest version of REKT and try again
  10. New release, 1.9.1 Added display of remaining fuel after recovery Added "Fuel" section to the SR window, only if there was any leftover fuel
  11. Can you post a picture, as well as the files? I'll take a look when I get some time
  12. Granted, but that is an odd case. You can't fit in 2.5m tanks and other longer 2.5m parts, and while the Mk2.5 can't fit in that assembly, it can fit in the parts individually for assembly in orbit. Also, I believe that is a docking port?? and it's attached directly to the floor? Is it extending into the floor at all? This is how I would do this cargo in the Mk2.5: Now, this is a bit of a personal feeling, but I prefer to make my cargos attached in a "sensible" manner, so each of the parts is connected via a docking port to a dedicated part; in the case of the left, it's actually another docking port, in the case of the right, it's a cubic strut. The walls of the Mk2.5 are thicker as well, which gives me a bit more of a good feeling in terms of the looks. So even ignoring my feelings, I'll agree that yes, the Flat Bottom parts can hold some cargos that wouldn't fit into a Mk2.5. If you were to make the walls a bit thicker to give some semblance of structural strength, then I think it would be an outstanding set of parts. I especially like the bottom-opening parts, and those actually have the structural strength in the sides, although I question how strong opening doors would work in reality during a reentry. Anyway, I'm still eagerly waiting for you to finish the redesign of the wings
  13. Because those are single-ignition engines, ignited on the launchpad only
  14. Thank you, being fixed now New release, 0.4.6.2 Fixed some localization errors. Thanks @wile1411 for pointing them out
  15. It isn't a problem, just a leftover debugging message. Just ignore it, it is harmless. It's there in case someone is writing a mod and doesn't initialize it properly
  16. MiniAVC will check version files in it's directory tree, but not in other trees (ie: mods). Which is why it is included in individual mods. It has an option to not check, and having the multiple dlls isn't harmful and doesn't take too much time. But for those who don't like them, there is ZeroMiniAVC (which, BTW, i also maintain)
  17. Google is your friend: https://www.google.com/search?q=pax_global_header&oq=pax_global_header&aqs=chrome..69i57j0l2.1827j0j7&client=ms-android-verizon&sourceid=chrome-mobile&ie=UTF-8
  18. Ignore them. It's an extra click, and the warning is there for a reason
  19. No mods, in the VAB, sitting idle. Not surprising, now see what you get in flight with the KerbalX ship
  20. As I said: but, it's not available in an easy-to-use format. When it was written, it was not written with the idea of returning this information (I don't know why), so it was rather buried. I'm working on it. I wish I had a nickel for every time someone say the works "It should be trivial to add.......". Without looking at the code, even if you do know coding, you have no idea what you are talking about
  21. Depending on the number of mods I have installed, not more than a few seconds. It should be a little bit longer then would it take to normally launched the vessel.
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