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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. In addition to what was said, remember that kerbals are stubborn and will usually refuse to let a machine work when they can screw it up
  2. I'm going to assume you are just extremely frustrated and give you the benefit of the doubt. I maintain a lot of mods. and when a new major version of the game comes out (ie: 1.3, 1.4, and eventually 1.5), I spend several weeks rebuilding all of my mods for that version. and then I have to go and up date all the threads. It takes a lot of time to do. I do it for fun, and I don't get paid. Yes, I do get some small contributions, but believe me, it doesn't pay all my bills. Far from it. So, once my mods are working in a new version of the game, AND all the .version files are updated, AND I've updated all the threads AND I've updated CKAN and Spacedock, some problems are inevitably going to be found in the first batch of mods I update. Even though they are listed as compatible with whatever version is current. Now, the .version files contain information as to what version the release is for. It can contain, among other things, a specific version of KSP, or a range of versions for KSP. For example, a mod can be specific to 1.4.1, or it can be compatible with 1.4.1-1.4.9. When I did my updates to 1.4, initially I made them specific to 1.4.1 because of the way 1.4 and then Making History was released, and I did not want to bother supporting a version of the game which was literally only available for a week. So, most of the version files got set to 1.4.1 specifically. Then 1.4.2 was released, then 1.4.3, and eventually 1.4.4 and 1.4.5. As I continue to work on mods, I do update the .version files, but in most cases, I don't. I do try to keep the titles of the threads updated, and as time goes on I do slowly update the older .version files. But, because of this, and because I don't have hours of time to go back through all of the mods, the situation ends up with KSP-AVC telling you that the mods weren't made for that version of KSP. It is a bit annoying, and I do have plans to eventually fix KSP-AVC, but that won't help you now. But all of my mods will work on all versions of 1.4, regardless of the messages you receive. If you don't want to receive those messages, then there is an option: Before you do, if any message says that a mod is for 1.3.1, then you should either remove that mod or verify that the 1.3.1 version is still compatible with 1.4.5 First, if you have it installed, delete the KSP-AVC mod. Then, you can find and delete all the MiniAVC.dll files, but that is tedious and can be prone to mistakes. or, you can install this mod: https://forum.kerbalspaceprogram.com/index.php?/topic/174445-141-malahs-quick-mods/ which will delete all the MiniAVC.dll files
  3. OpenGl. I should have said that Squad doesn't support OpenGL on Windows
  4. OpenGL is not supported by Squad. Its not a bug unless its something they sopport
  5. When you take the part, the mod is disabled until you drop the part. This is stock behaviour, and will not be changed. If you want to scroll through the list without having the camera scroll, disable the mod using the right-click first.
  6. I made an unofficial update to S.A.V.E here, which has the ability to move the SAVE window https://github.com/linuxgurugamer/S.A.V.E/releases/tag/1.5.3.1-unofficial Not significantly Of course not. When doing tests, you need to change only one thing at a time. You just mentioned two things, one of which (RO) definitely adds to the loading time Change what? If you don't what it, then remove it.
  7. Minor update, 1.1.0.10: Fixed Hide UI when paused
  8. Bug report, also in a new issue on Github: The following sequence causes KAC to be hidden in flight and shown while the UI is hidden: Hit escape to pause the game Hit F2 to hide the UI Hit escape Game will unpause, but the KAC window is hidden. Now hit F2 to hide the UI, and KAC will appear. Hitting the toolbar button doesn't do anything. Repeating the sequence will fix it.
  9. New release, 0.0.2 Added configurable SOI color for editor and flight (two colors, white and dark grey) Added alternate skin Added buttons to get current vessel's Pe or Ap while in flight scene Added button to create maneuver node. All pre-existing maneuver nodes will be removed Added Mechjeb integration Added button to call Mechjeb to execute maneuver node, button will be red if Pe is below the atmosphere limit Added button to clear all maneuver nodes Added Kerbal Alarm Clock integration Added button to add alarms for the orbital maneuver (if Mechjeb not installed) and for each subsequent satellite seperation Added hiding of window when UI is hidden (F2) Added optional hiding of window when game is paused I've also updated the OP
  10. Actually, it does make sense, since each chute is different. Not planning on making any changes to the mod at this time.
  11. The parachute (where it is stored) is part of the kerbal model and can't be removed
  12. While there's no way to remove the graphics, you can disable them by adding this ModuleManager file. Create a file called MM_DelKerbalChute.cfg in the GameData directory and add the following: @PART[kerbalEVA|kerbalEVAfemale] { -MODULE[ModuleEvaChute] { } }
  13. New release, 0.1.9.5 fixed RPM patch for showing camera fov in the editor for the Kazzelblad and wide-angle camera
  14. New release, 0.1.9.4 Fixed error: Texture 'HullCameraVDS/Parts/hc_wideangle/model000' not found Fixed missing texture for the wideangle camera
  15. That might be related to an inability to contact the online version of the file. It's quite possible that Github was throttling connections at this time.
  16. Those exceptions are normal for Firespitter, I believe. These exceptions are not the cause of your CTD. There are numerous exceptions in your log file, not just this. And, if you are looking for something which MIGHT be related, there is an exception just above the crash. In general, nullrefs do not and cannot cause a CTD. Regarding FireSpitter, its used in all of the following: Parts/Engine/Mk2vtol/cyclone.cfg: name = FSplanePropellerSpinner Parts/Engine/Mk2vtol/cyclone.cfg: name = FSplanePropellerSpinner Parts/Engine/Mk2vtol/KFAN.cfg: name = FSplanePropellerSpinner Parts/Engine/Mk2vtol/razor.cfg: name = FSanimateGeneric Parts/Engine/VTOL_FanWing/VTOL_FanWing.cfg: name = FSplanePropellerSpinner Parts/Engine/VTOL_FanWing/VTOL_FanWing.cfg: name = FSVTOLrotator Parts/Engine/VTOL_FanWing/VTOL_FanWing.cfg: name = FSpropellerAtmosphericNerf Parts/Engine/VTOL_FanWing/VTOL_FanWing.cfg: name = FSswitchEngineThrustTransform Parts/Engine/VTOL_FanWing/VTOL_FanWing.cfg: name = FSengineMenuCleaner Parts/FuelTank/Mk2_Quarter_Tank/Mk2_Quart_Tank.cfg: name = FSmeshSwitch Parts/FuelTank/Mk2_Quarter_Tank/Mk2_Quart_Tank.cfg: name = FSfuelSwitch Parts/Utility/Mk2_Half_ServiceBay/Mk2_Half_ServiceBay.cfg: name = FSmeshSwitch The fuel and mesh can possibly be replaced, but all those others cannot at this time. And I really don't have the interest or time right now to do major surgery on a part mod which works. I believe that @RoverDude is the current maintainer for Firespitter, why don't you contact him about those NullRef errors. If @JadeOfMaar or anyone else has any interest in making changes, I'd be happy to accept a PR for it (Pull Request on github)
  17. New release, 0.4.3.3 Added creation of the PluginData directory Moved initialization of file location into Awake function() Added save of config when closing window
  18. Create a directory TacStickyControls/PluginData
  19. better clear your cache and refresh, it is showing up, I just checked
  20. Making it work (ie. Rewriting it in c#) isn't difficult. But making it easy to use is. No, sorry. Too far out of scope.
  21. Just an update: I've added settings for the SOI color in both the editor and flight I've added buttons to grab either the current Pe or Ap from the active vessel when in flight I'm working on the code to perform a maneuver at the selected Pe/Ap to get into the desired orbit. Once that's done, I'll probably add what's needed to have MechJeb perform the maneuver. To do this, I've copied the minimal amount of code from both MechJeb and GravityTurn. Hard to say when I'll get this done, I'm shooting for tomorrow evening, but have a lot to do outside of this.
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