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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. You have a bad installation of those 2 mods. The fact that you are saying those white squares tells me that the mods are not installed in the correct places. Also, the fact you only see the standard warp tells me that it's not in the correct place because it cannot read the file. Better time warp should be in the game data directory and the toolbar controller should also be in that directory I'm guessing that you probably had put them in sight a game data which is underneath the game data directory. If you want a, take a screenshot of your game data directory and post it so we can see what you actually have
  2. I tend to doubt that, otherwise there would be many reports. Also, the Toolbar mod is very old and very mature, it hasn't had a bug in over a year. I use CKAN to install everything, and don't have a problem with it. You could have had a corrupted file, but it's a bit late now
  3. Not without more information, which would include a list of mods, log file, etc
  4. Can you click the down arrow at the top left of the screen (just to the right of the status bar)? See the following image (from the OP): Assuming you do, then you can select Hyper Warp, or go into Advanced and create your own customized warp steps
  5. You don't have to use the supplied dummy payload. As long as your payload is at least 40 tons, and probably with the same attachments as the dummy, it will be accepted. I did this using the Mk2.5 Spaceplane Parts, would be happy to supply the 43 ton payload which I was able to bring up and then, in the next mission, bring it back down. Here is the launch of STS-2a (middle of the post): and the recovery, STS-2b:
  6. Just saying that I'm eagerly waiting for the new wings. I'm looking forward to trying them out with the Mk2.5 Spaceplane Parts. And in general, I can see an interesting mix of both types of shuttles.
  7. That only works for buttons which it recognizes. If you send me a list of buttons which aren't recognized, I can add that to the list Ifyou want to turn it off, it's in the settings
  8. Our mods are similar. Your problem is the lack of cargo space, which is worst than the Mk2.5 Spaceplane Parts. good luck, I would be interested in seeing the results
  9. It never showed the amount of fuel, just the value. Speaks someone who doesn't know coding. Yes, it's very useful information. Trivial it's not. Let me explain a little bit: Recovered stages are, by definition, not in physics range. Let me explain a bit: First, the mod uses a stock KSP function to get the values. As it turns out, it does NOT subtract the amount of fuel which would have burned up, so the value of what you see is actually too high. Consider THAT a bug. Second, even if the KSP had the ability to return the amount of fuel remaining, since the fuel is not actually burned it would still be inaccurate I took a look at the code to answer your question. While it's doable with a little work, it's not 5 minutes work. Now, do you want to know the amount of oxidizer, or the amount of liquid fuel remaining? What about RealFuels, which uses different types of fuel? What about jet-assisted landings? The mod does, in fact, have some of this information available internally, but to get it available in the output is going to take a little while
  10. I am very pleased to present to you the mission results of STS-5, STS-6, STS-7 and STS-8 Modlist is here: Assembled Space Station: STS-5 Video STS-6 Video STS-7 Video STS-8 Video I have lots of pictures, but wanted to get these up there
  11. New release, 2.6.1.7 Fixed nullref if multiple drafts done without assigning them to a part Disabled draft buttons if a draft is waiting to be assigned to the part
  12. There are 2 mods which increase the rate of time warp One is Time Control, and the 2nd is Better Time Warp
  13. I actually use the term "missingBulkhead" when I'm debugging, by putting in "srf", I ensure that at least all parts will show up in at least one size category
  14. If there is a line "bulkheadProfiles =" in the part, the patch won't do anything but I'll list it here anyway: @PART[*]:HAS[~bulkheadProfiles[]] { bulkheadProfiles = srf }
  15. If I go this route, I'm going to need some advice regarding the proper placement of the parts for each of the variants, and what you feel each part should be doing for that variant.
  16. Hmmm, I'll have to see why I didn't include it back then. I'll let you know, if it doesnt conflict with anything, then I dont see why not
  17. Very nice, I'll be adding this to my game. Would you consider incorporating it into the main Filter Extensions mod or do you want to keep this separate?
  18. Here''s another thought, hopefully the best of both worlds: The mod by itself would be as I suggest: 3D Printing (using the AI Core model) Recycling (using the current model for the 3D Printing Lab) Ore Processing (using the current model for the Chemical Workshop) If EL, MKS or WBI is installed, then the part would be configured more like they are now. If KPBS is installed, then one of more of the KPBS parts could be configured as any combination of the functions listed above.
  19. Update KIS, version 1.17 had a bug which was causing a Crash To Desktop. you want to be using 1.18
  20. New release, 1.9.5.4 Replaced ugly GOTO code Added more checks for null in StorageCache.cs in RemoveMagicTransmitter()"" vessel.rootPart.Modules == null || vessel.Parts == null)
  21. Ummm, now you just changed your story. First you say that: but now you are talking about: These are two different problems, please be more specific
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