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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. When the override option is disabled AFBW works by checking to see if there is any input for the three axises (roll, pitch, yaw), and if not, then the keyboard input is used. This is assuming that when not being used, the joystick axises are centered to 0.0 The throttle is different, in that it doesn't have a default setting. What I think I'm going to do is the following: Whichever is the last to provide a changed input will set the throttle. In other words, if the throttle is set to full, and you hit the Z key, that will set it it to 0, until the throttle on the joystick is moved, which will then override the keyboard and set the throttle to whatever the joystick is positioned to.
  2. I can confirm that yes, ABFW overrides the throttle input (has bitten me more than once). I don't have any time right now to fix it, but I'm adding an issue to Github to track this
  3. That is, ummm, odd. This mod controls input, it doesn't do anything to the vessels. I hate to say it, but you must have another mod installed which mirrors inputs to all craft.
  4. Why not have it as an optional addition, with instructions or a script/batch file to remove the others if desired?
  5. New release, 0.11.15.1: Fixed issue on 1.4.5 with the ANY_Engine, where it wasn't seeing engines in the current stage to activate, due to change in the way the current stage was calculated
  6. Thanks for the craft file. I loaded it into a current save (sandbox), went ahead and launched it. It's working for me, so there must be something else going on. You can see the video I made here: https://www.dropbox.com/s/o6k8x8zjyo89s9r/AllyAll Engine test.mp4?dl=0 So now I would need the log file Edit: The above test was in 1.4.3, so I did it again in 1.4.5, same scenario. In this test, i didn't see the PAW item, so I'll look into it Edit 2: CKAN isn't installing the newest version of All Y'All in 1.4.5, I'll look into that Edit 3: Helps to refresh CKAN :-) (I hadn't, for this install) Edit 4: Confirmed bug. Only in 1.4.5, works ok in 1.4.3. Strange
  7. Just to confirm, this replaces the previous zFinal_FilterExtensions/zzz_RemoteTechAddMissingModuleSPUPassive.cfg ,right?
  8. I've updated the file on both github and spacedock, see if that takes care of it
  9. Long time no see. a craft file would be helpful. I suspect an issue with the stage count, but would like to see the craft file to test. and no, it does not know about RT
  10. I'm sure you don't have all of them installed, there are well over a thousand which are current
  11. Sorry, bribes won't help in this case :-) Specifically, the earlier patch was actually looked at by @TriggerAu, and it has problems. Also, @TriggerAu is still around, and unless he asks me, I'm not going to touch any of his mods. Maybe @Aelfhe1m can revisit his changes and figure out the issues. At the least, he should be able to recompile them for 1.4
  12. I believe the accepted definition is someone who has orbited the planet. So according to that, then yes, they were.
  13. You responded to a message more than 6 months old. I took the opportunity when 1.4 came out to update my build process. I don't have any issues with recompiling mods anymore, when a new version comes out all I need to do is update my Jenkins server appropriately. Thanks for the offer, though.
  14. Just bring the lab to the object, might be easier.
  15. It seems to be dependent on the sngle snap. Try changing that, I usually turn off the angle snap when adjusting the position
  16. Are the ones which are seperated the same as the one which isn’t?
  17. You can update the settings to show what you want
  18. No Are you done with the tweaking? Are all parts now showing up?
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