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KSP2 Release Notes
Everything posted by linuxgurugamer
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[1.4.X] OSE Workshop Continued - KIS Addon
linuxgurugamer replied to Aelfhe1m's topic in KSP1 Mod Releases
I wasn't offended, and it did come across as if you didn't expect me to do anything. OTOH, you DID ping me, so maybe there was a wistful "can you help" implied there -
[1.4.X] OSE Workshop Continued - KIS Addon
linuxgurugamer replied to Aelfhe1m's topic in KSP1 Mod Releases
That would be too kind of him. He's already a savior for tons of nice mods. Don't you think I have enough to do??? Seriously, I'm a bit busy, but I'll try to keep this in mind. I will clone the repo and add @Angel-125's changes to it if I get a little time, after this, I'll have to see so if/when I have time, I'll be able to look at it -
[1.12.x] Fill It Up - Adjust Fuel Levels in VAB/SPH
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 0.1.3 Changed loading of ignored resources to load from gamedatabase rather than read a file Fixed NRE when not used Added settings option to check for full tanks before launching Added check for full tanks Added dialog to prompt if tanks aren't full. Can either continue with launch, fill tanks and launch or cancel -
[1.12.x] Fill It Up - Adjust Fuel Levels in VAB/SPH
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Oh, I know what's going on. The code is reading the file directly, so it's not seeing your change. I'll have to change that. -
Nope, never did. The images are definitely missing, I've checked on multiple systems. and I'm very careful with antivirus protection
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[1.4+ & 1.8+] Hyperspace - Load KSP faster on HDD (or not)
linuxgurugamer replied to sarbian's topic in KSP1 Mod Releases
It's the hard drive that is impacting you the most, and why you get such a dramatic improvement in loading time. -
[1.9.x] Contract Pack: Bases and Stations Reborn
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
List the version of CC, the mod the contract was in, and then all the details you listed above. If you happen to have the log file, include that as well. Sorry about the brevity last night, I was busy and didn't have time to say any more -
This really wasn't designed for that. It was designed to land booster stages, or at least short term stuff. Remember, everytime you go back, it will revert most of what you did How did you install it, and did you install both dependencies? This was fixed early this morning. You need to update FMRS, Stage Recovery AND the Recovery Controller
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[1.3.1] Persistent Dynamic Pod Names release
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
This mod is depreciated. No support is forthcoming for anything beyond 1.3.1 Sorry, I forgot I had asked to to tell me the results @Nicky21 Try this, it was compiled against the 1.6.1 code, and may work better: https://jenkins.spacetux.net/job/M-S/job/PersistentDynamicPodNames/lastSuccessfulBuild/artifact/PersistentDynamicPodNames-1.6.1-0.1.9.zip -
[1.4+ & 1.8+] Hyperspace - Load KSP faster on HDD (or not)
linuxgurugamer replied to sarbian's topic in KSP1 Mod Releases
Yes, very impressive. Can you describe your system (ie: memory, disk drives, cpu)? Also, number of mods -
I figured it out, the missing images are in my sig now. @TailDragger is welcome to copy the link as needed
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[1.12.x] SpaceTux Industries Recycled Parts
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 0.1.6 Thanks to forum user @Tonka Crash for these: Fixes the RSCapsuledyne TaurusScienceBay (change scienceMultiplier from 5.5 to 6) Fixes the RSCapsuledyne Agents.cfg (added title, fixed URLs) Added patch for when IndicatorLights is installed -
[1.12.x] SpaceTux Industries Recycled Parts
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Thank you. I'll fixe those files, and add that patch as well. -
I wonder if they were put there by @Darth Badie in the past. I know that when I created a challenge last year, I sent her the badges and she sent them out
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[1.12.x] KSP Resonant Orbit Calculator
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Nice. Would you mind if I use it as a source to add the functionality to this mod (or another, not sure yet which one)? with full credit, of course -
[1.4+ & 1.8+] Hyperspace - Load KSP faster on HDD (or not)
linuxgurugamer replied to sarbian's topic in KSP1 Mod Releases
Ok, I just finished a test with my big install: KSP 1.6.1, about 255-260 mods installed 64 gig memory SSD drives Testing mythology was to load the game 2 times, and use the time from the 2nd load. The second load was done immediately after exiting the game Normal load time: 427.0661s With Hyperspace: 401.7671s About a 7% decrease in loading time. -
[1.12.x] Fill It Up - Adjust Fuel Levels in VAB/SPH
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 0.1.2 Removed IgnoredResources from FillItUp/PluginData/FillItUp.cfg Added new file: FillItUp/IgnoredResources.cfg which now contains the ignored resources, one per line. This change was done so that the resources can be changed at runtime with a ModuleManager script Added ability to lock resources in the Editor for this mod. This works on single stages as well as the entire vessel Added saving of locked settings for all stages only. Added stock settings page to control if locked settings should be saved or not (note that this only applies to the entire vessel locks, not individual stages), also whether tooltips should be shown Fixed issue where expanded stages were immediately closing if a change was made Added tooltips Added numeric entry for the "All" slider -
Gaaaahhhhhh! This is soooooo wieerrrddd. But I figured it out. It's one of those obvious after the fact things The problem was here: Log.Info("[SR] RecoveryController registration success: " + RecoveryControllerWrapper.RegisterModWithRecoveryController("StageRecovery")); which works fine in debug mode, because the Log.Info is enabled when compiled with debug mode. however, because of this: [ConditionalAttribute("DEBUG")] public static void Info(String msg) { if (IsLogable(LEVEL.INFO)) { UnityEngine.Debug.Log(PREFIX + msg); } } it does NOT get compiled at runtime. I put the call to register the mod with the recovery controller in a line which never gets executed when compiled for release. The correct code is this: var s = RecoveryControllerWrapper.RegisterModWithRecoveryController("StageRecovery"); Log.Info("[SR] RecoveryController registration success: " + s); I use the Log class to make debug lines go away in release code, to help avoid log spam. The original code from Magico13 was this: Debug.Log("[SR] RecoveryController registration success: " + RecoveryControllerWrapper.RegisterMod("StageRecovery")); So the problem is only with StageRecovery, I'll have an update out soon. New release, 1.9.0.7 Fixed registration with the RecoveryController by moving initialization OUT of the Log.Info line