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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. New release, 1.3.4.1 Replaced "foreach" with "for int" statements for optimizations Updated excluded experiments
  2. I beg to differ. It was fairly easy to exit out of the Win-95 overlay. Memory management was a laugh back then, it's better now. I'm not referring to the Dos-box, I'm saying that the underlying os was DOS for Win-95. Win-95 was layered on top of DOS in a slightly better way than Win 3.1 was. and Win-95 kept many of the old Win 3.1 ini files, etc
  3. New release, 1.9.2.3 Official release Fixed nullref when going from flight to spacecenter New icons for stock toolbar, thanks to forum user @Eleusis La Arwall Removed log spam for animation Replaced foreach with for int on lists Added a "Deploy All" button
  4. Windows 95 was actually running on top of DOS. It was fairly easy to boot to DOS rather than Win95. I thing that Win98 may have been standalone. And, you are forgetting about Windows NT and Windows 2000, both from the same era
  5. Use KerbalX, which tells you which mods are needed. or, just share stock vessels
  6. Installed this on a test install, 1.4.3, got lots of exceptions. I don't have a log, but would be able to get one if you need it.
  7. i was getting this in a stock test game on the launchpad. Totally unusable. Let me know if you need a log file
  8. No. I said to COPY it back. And just the persistant.sfs file Games are saved in this file
  9. Ok, try this: Rename the persistent save to a different name, then copy it back to the original name, leaving the original on disk. Then try to start the game and see what happens
  10. New release, 3.7.0.4 Moved folder into ContractPacks folder
  11. Still waiting to hear from @JoePatrick1 about this mod, either getting it updated or getting the license changed so it can be adopted
  12. There's definitely a problem, see this: ssemblyLoader: Exception loading 'BetterTimeWarp': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'BetterTimeWarp.BetterTimeWarp' from assembly 'BetterTimeWarp, Version=2.1.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<>c__DisplayClass15' from assembly 'BetterTimeWarp, Version=2.1.0.0, Culture=neutral, PublicKeyToken=null'. Your problem is this: BetterTimeWarp-2.2.0.0.zip Latest version is 2.3.10, please install the latest version
  13. Ummm, what's not working? ToolbarController? PreciseNode?
  14. I'm currently maintaining ScienceAlert and ExperimentTracker, both of which are used to do Science when it becomes available. They shouldn't trigger when an experiment needs time. I posted in your issues how to fix [x]Science from running the experiments I see the following experiments, do they all require time? NE_KEES_ODC NE_KEES_POSA1 NE_KEES_POSA2 NE_KEES_PPMD NE_KEES_TEST And if so, are they all on parts made by the same (unique) manufacturer?
  15. Since the @LemonSkin hasn't been around in 8 months, I've adopted this, new thread here:
  16. Originally written by @severedsolo, original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/102390-122 Continued by @LemonSkin, thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/162133-13 and finally adopted by myself Contract Pack: Bases and Stations Continued This is an update to severedsolo's fantastic Bases and Stations contract pack since they have stopped supporting it. Original thread: http://forum.kerbalspaceprogram.com/index.php?/topic/102390-122-contract-pack-bases-and-stations-361-30042017-formerly-kerbin-space-station/& I plan to add a few more features and try to fix some of the lingering bugs, please let me know if there's anything specific you want me to add! Introduction  A complete overhaul of the stock Space Station and Base missions. Featuring no fewer than 15(!) extra missions for your stations/bases when they are in orbit. Also stops continuous "build a new space station" or "build a new base" missions. You'll only be asked to build one if there isn't one already on that celestial body.  The Pack  This pack will completely disable the stock space station (and build a base) missions, and replace them with my own flavour of missions: Additional Mods that are required or supported by Bases and Stations. (that isn't to say other mods won't work, but these are the ones that B&S is specifically aware of). Contract Configurator by nightingale - available here - REQUIRED DEPENDENCY Module Manager by sarbian - available here - REQUIRED DEPENDENCY StationScienceContinued by ethernet and tomf is highly recommended because it's one of my favourite mods and the pack is specifically written with it in mind. It is available here  NearFutureElectric available here TAC Life Support available here USI Life Support available here IFI Life Support available here Kopernicus Support available here Contract Pack: Tourism Plus by nightingale is also recommended Availabillity Source: https://github.com/linuxgurugamer/KerbinSpaceStation Download: https://github.com/linuxgurugamer/KerbinSpaceStation/releases License: MIT Available on CKAN Thanks/Credits Massive thanks to Nightingale for all your help, and Contract Configurator - without which this would not be possible. Thanks to metl for your time, patience and massive amounts of code contributed to this project. Thanks to CosmoBro for allowing me to take over Base Construction Agent Flag by Dale Humphries on www.flaticon.com and is licensed under CC-BY 3.0 Thanks to severedsolo for the original creation of this pack Known Issues  Possible problem with vessel definitions. More Data needed. Please see this post if you can help. ScienceExperimentModule may require a scene change before it will complete once you recover the science at KSC. This is a minor enough issue that I let it through the net. I think it's a CC bug and nightingale is investigating. Life Support checking is... sloppy to say the least. Don't rely on the pack telling you to send up a crew only when you have LS on board. Check first (working on this)
  17. New release, 1.6.5: Changed logic which determines whether a ship is a rescue ship or not. Previously was looking for kerbals full name in the contract title, seems that it changed and now the contract only has the kerbals first name
  18. Ok, then I'll just add it in my own game and wait for the next update
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