Jump to content

linuxgurugamer

Bug Hunter
  • Posts

    24,969
  • Joined

  • Last visited

Everything posted by linuxgurugamer

  1. 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
  2. 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
  3. 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
  4. 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.
  5. Nope, never did. The images are definitely missing, I've checked on multiple systems. and I'm very careful with antivirus protection
  6. It's the hard drive that is impacting you the most, and why you get such a dramatic improvement in loading time.
  7. 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
  8. 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
  9. 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
  10. Yes, very impressive. Can you describe your system (ie: memory, disk drives, cpu)? Also, number of mods
  11. I figured it out, the missing images are in my sig now. @TailDragger is welcome to copy the link as needed
  12. 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
  13. Thank you. I'll fixe those files, and add that patch as well.
  14. 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
  15. 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
  16. 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.
  17. 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
  18. 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
  19. The good news is that I can replicate this. The bad news is that I don't know what's going on (yet) The not-so-bad news is that I have a clue now
  20. I need to know if you updated the RecoveryController as well. Don't update it, just get me the version you have, or at least the log file
×
×
  • Create New...