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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. That’s AVC, you can ignore it for this instance
  2. Back in 2014, forum user @nadseh wrote a little ModuleManager script to add MechJeb and Kerbal Engineer to any vessel with a command pod. It hasn't worked for KER for a while, and he hasn't updated it, so I've adopted it and released an updated version. The original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/75295-0235-mechjeb-and-engineer-for-all/ This now adds kOS to all, if you are using kOS Note that the KER functionality is also available with KER itself, inside the settings. This just makes it a bit easier. Dependency ModuleManager Availability Source: https://github.com/linuxgurugamer/MechJebForAll Download: https://spacedock.info/mod/1854/MechJeb and Engineer For All License: GPLv3 Also available via CKAN While the original release just placed the file in the GameData directory, I've repackaged it up into it's own directory, along with a .version file
  3. I have a problem with this. I just installed GPP for 1.4.3 with all the related mods, including this. GPP has seagulls around the space center, and the specifics are: MODULE { name = AudioPlayer namespace = KerbalKonstructs audioClip = GPP/GPP_KSC++/Assets/searock1seagull/seagullloop minDistance = 1 maxDistance = 300 loop = true volume = 0.05 } However, when I go into space, and then enter the Map view, I hear seagulls. Also, the sound adjustment in the settings doesn't do anything, it's either 0 or 1, and makes no difference at all Is this a bug, or is there something I can do to fix this
  4. The Toolbarcontroller has two modes, one in which the mod controls everything, and one in which the mod registers with the Toolbarcontroller and then the ToolbarController controls which toolbar the buttns go on. If you don't want it on screen, then I suggest you install the Blizzy Toolbar, and then use the ToolbarController window to tell it to show on the Blizzy Toolbar. If you don't tell Blizzy that you want it visible, it won't be visible. I don't understand what you are saying. It sounds like you are having problems, but you need to be more specific. Write out an exact set of actions which produce the problems you are having. It would help to go into the game, and then every time you click, record what you are doing. This will make it easier to understand and replicate the problem. You saw short menus, but it's not easy to understand. If you aren't getting a window when you click the button, you are having a different problem. Make sure you have the latest version, which was released today (0.1.6.7), it almost sounds like you are encountering a problem which was reported earlier which was fixed in the current release I hope in the next version to be able to hide the button if there aren't any registered mods.
  5. @blowfish It would be nice if you could do a quick release for 1.4, that would make it available in CKAN
  6. For anyone interested, I have a working copy of this for KSP 1.4.* here: https://github.com/linuxgurugamer/DockingCam/releases
  7. Ok, then I'll see if I can figure out why the images are flipped left/right and then release it.
  8. Just an FYI, the current version isn't showing up in CKAN
  9. Given that these two mods are very low level, you should always make sure you have the latest versions of them. However, they are pretty stable right now, the ClickThroughBlocker was last updated on 5/6
  10. Did you update ClickThroughBlocker to the latest version?
  11. I haven't seen this, but it may have been caused by something that I just fixed. This was probably caused by another bug, but, did you click the "Hide this window" or just the "OK" to close it? If you just click "OK", then it will come back, you need to click the Hide option. Not a bug, this was probably from the debug version. Please note that not all mods are using the registration feature of the Toobar Controller. If they don't, then you won't see them in the registration window. I'm slowly updating my mods to use this, but have about 30 more to go. Unfortunately, there isn't an easy way to know which registers itself or not. I'm adding a debug line to the next release which will write a line to the log whenever a mod registers itself, so at least you can see if a mod is registered or not. Release imminent. New release, 0.1.6.7: Fixed repaint issues causing NullRefs Now only shows mods which have registered in the current game, it still remembers all of them Added debug line to release which writes a line to the log when a mod registers itself Please note that not all mods are using the registration feature of the Toolbar Controller. If they don't, then you won't see them in the registration window.
  12. Known bug, the button should only show if there are other mods in the game. clicking it as you did generates those errors. Being worked on now
  13. Here is a beta release: https://www.dropbox.com/s/a1k5hq911tb7zz8/ProbeControlRoom-1.2.2.10.zip?dl=0 I don't use this, the extremely limited testing I did showed that the "No Signal" was flipped left and right. Before I do anything else, I'd like others to try it and let me know how it works, I'll proceed from there Note: You will need to install the ToolbarController as well, it's now a dependency Edit: The ToolbatController needs the ClickThroughBlocker as well
  14. Once a mod registers with the toolbar controller, it gets saved, EVEN IF THE MOD IS DELETED. Right now, nothing can be done about that. Ill be looking into these problems tomorrow.
  15. It is a development build, thank you for the report, I have already fixed it. I’ll see if I can get another dev build out tomorrow,
  16. If it is fixed, then I’ll continue this mod. has it been released yet?
  17. The advantage of using ClickThroughBlocker is that it will be aware of your mod's windows, and vice versa
  18. Very strange, the toolbar buttonshouldn't even be shown at that time, since there are no mods installed using it. Ok, it looks like the bug is in the ToolbarController. Here is a quick rebuild, without the need for the toolbarController. Just replace the DLL, and then manually delete the toolbarController. https://www.dropbox.com/s/lb8e4ifleqjutlz/ftldrivebeta.zip?dl=0 While it should be fine, note that this is a compiled development version, so if you get a funny result (not expected), let me know.
  19. Clear enough, I don't think I'll need your save file . Thank you
  20. Ok, I can't reproduce this, and it really doesn't make sense. The mod actually does NOT use the toolbarcontroller, I accidently added a dependency check for that which is why it's required right now. Can you send me your save file? Also, I need more info, for example, was this on the launch pad, in space, or somewhere else? If you could lay out a complete series of steps, starting at the main menu, on how you reproduce this, it would be helpful. Thanks
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