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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. New release, 1.9.6 Added RealFuels engine module: ModuleEnginesRF Added scrolling bar to part list in editor
  2. Not quite as simple as it seems, but I'll see if I can do it. No promises A sample file would be helpful for testing
  3. I'm a bit puzzled. I just spent a half hour comparing the last release from @Diazo on 1.3.1 to the current release. The Clean Experiment IS there, and works. I used my latest release, installed by CKAN So can you be a bit more specific as to what's not happening?
  4. New release, 2.0.4.4 Fixed nullrefs due to ApplicationRootPath
  5. It can be done, but it's a bit messy. In short, I would have to write a small part module which inherits the ModuleScienceExperiment, and then add an action to call the Cleanup code. Then would need a ModuleManager script which will replace all references to ModuleScienceExperiment to my new part module. i'll see if I can do something about it in the next few days
  6. Thius mod is broken due to it's using threads. It will not work and can corrupt games, needs to be updated to use coroutines instead of threads
  7. There are some strange entries in your log file, before I say there's a problem, what language are you playing in? You can try installing the KSP Toolbar, and then see if the buttons will show up on that toolbar. Assumijng you do, you will have to do a few things to enable it there: Enable it in the Toolbar Controller window Enable it in the KSP Toolbar Other than that and my first question, I don't see anything odd in your log file
  8. Not with this mod. I know there's another mod which can do things with the buttons, but I don't remember it's name right now
  9. If you're that interested, I suggest you take a look at the code. I didn't write this, and it's been a long time since I looked at it, so really right now don't really know the answer to your question. I believe that when you do the Detonate Parent, it follows the chain, but there can be many ways where the chain can get broken.
  10. That's strange. but I'm glad it's working for you. If you get a chance, send me the ModuleManager.ConfigCache file
  11. It's been a while, bu t read the OP for info. There are three modes of self destruct. The reason some get left behind is that the destruction chain can break the links to the ones far away, leaving them stranded. Mode: Self destruct or Detonate Parent Options when you right-click on the part: Time Delay (slider,defaults to 5) Countdown: Visible or not Mode: Self destruct or Detonate Parent Options in flight are: Mode: Self destruct or Detonate Parent Self Destruct Explode Detonate parent
  12. New release, 0.0.3.9 Fixed syntax error in generated file which would keep adding same values over and over, causing an endless loop telling user to reboot Please note that this WILL force one restart of the game since the file version has been updated. If you wish to avoid that, then just delete the file GameData/partVolumes-v3.cfg Please report any other issues with this mod
  13. Thanks to you, I've finally been able to relicate this annoying bug. Couple of questions: Please tell me which of these options you had enabled (if you remember): Include tanks Include manned parts Include stock part Process manipulable-only parts Limit Size Thanks
  14. It depends on what options are specified, and frankly, it's gonna happen sometimes
  15. Refresh CKAN. Make sure you are running the latest version of CKAN, then hit the Refresh button
  16. From the ZMAVC op: ZeroMiniAVC is a little mod which simply removes any MiniAVC.dll or MiniAVC-v2.dll files It runs at startup and then destroys itself, it is not running after that. I believe that is cubic meters
  17. That's very odd, nothing it does should do that. Please provide some details in that thread (https://forum.kerbalspaceprogram.com/index.php?/topic/201354-112x-ksp-part-volumes/)
  18. For now, turn it off, I'll try to look at it soon
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