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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. That's NOT a CKAN problem, that's merely a side effect of the .version file not yet being updated. If you filter on All, you will see incompatible mods as well.
  2. That would have to be dependent on @N70 (I assume you are referring to Kerbalism). I don't like or use Kerbalism, so have no idea what would be needed
  3. Its a bug, apparently it has an X where it should have an N in the code. I assume you want this for 1.3.1? Ill see if I can get it updated tomorrow. regarging your request, I believe that it already ignores minor changes
  4. Forum user @Diazo made this wonderful little modlet a long time ago, but he hasn't been around since July, 2017. So I've adopted it Landing Height Found on the CKAN as Diazo's Landing Height Display (soon) Found on Spacedock as Diazo's Landing Height Caution: This mod only affects the altimeter display at the top of the screen, it does not change the altitude at which equipment operates. So if a parachute is set to open at 500m ASL, the parachute will still open at 500M ASL, not when this mod causes the altimeter on the screen to display 500m. Show the distance from the bottom of your vessel, not the center of mass, to the ground below you. Land on the dark side of the Mun with confidence. New Version 2.0: Mode Display AGL: Altimeter showing distance to ground/object below vessel. ASL: Altimeter showing distance to sea level. Green Text or no text visible: Automatic mode based on Surface or Orbital mode as displayed just above nav-ball. Red Text: Mode locked, will always stay in the displayed mode. Click inside the red box to change mode, this is a game-wide setting. Due to oddities in how the UI works I could not make the entire altimeter clickable, just the left side. (Red box is not visible in-game.) Source Code: https://github.com/linuxgurugamer/LandingHeight Download: https://spacedock.info/mod/1844/Diazo's Landing Height License: GPLv3 License. Notes: 1) To make it clear when touchdown happens but you can't tell because of the lighting, a displayed altitude of 0meter means a part of your vessel is touching the ground (or water if over the ocean). A displayed altitude of 1meter or higher means no part of your vessel is touching the ground. 2) Any mod that extends parts, such as the winches in KAS, are detected by this mod. For example, if you are lowering a KAS winch, this mod will report the altitude from the bottom of the winch head being lowered as that is the lowest part of the vessel. This is working as designed and the player needs to be aware of it happening when using such equipment. 3) The raycast checks the current vessel to determine if the part hit is valid or not. Vessels connected by some method, such as a fueling hose, may be considered one vessel by this mod and could cause unexpected values to be displayed.
  5. First, please don't use all caps. You don't need to shout. Second, the download link in the OP is working fine, I just checked it
  6. Ok, I'll take a look, but in general, when Unity get exceptions like that, it's usually a memory issue. Have you tried installing the Graphic Memory Monitor to see exactly what's going on?
  7. You have no idea how helpful your testing is. Take it from me, if thats all you can do, it’s plenty.
  8. If you used CKAN, could you get me a .ckan? At least, a complete mod list would help in tracking this down while not ideal, a log file will also provide me with a list. I assume you have enough memory for this?
  9. Im somewhat familiar with them, but not a fan.
  10. Use ZeroAVC to delte all the MiniAVC,sll files, and just rely om the full KSP-AVC mod
  11. Would be nice to see what isnt working, there shouldnt be any problem with path lengths
  12. Can be ignored, it's not an error I'm going to have to remove this since the functionality is now stock Not a bug. The module issue is that QuickStart leave stuff in the save file, but it can be ignored The stockButton is null is a warning message, won't be in the final release The mods listed is just one of those things that can't easily be fixed. Once a mod is registered with the ToolbarController, it stays there. I may eventually put in a way to delete uninstalled mods, but it just has to be lived with for now. Pretty sure this is intended Not too much I can do about this right now. I'll work on the others, I greatly appreciate you're taking the time to do this I was wondering if you could do the same tests using the older verion in 1.3.1, and see which issues are new ? Would be helpful for when I get back to it
  13. I just released an update to KWRocketry which should fix the issue
  14. You really should have contacted me about this. I'll be releasing an updated KRR today with the version file updated
  15. New beta in a few minutes, fixes the QuickBrake and other similar issues Beta 3: https://www.dropbox.com/s/0xu0rb6bg8g7uwx/QuickMods-1.3.2.2-Beta.zip?dl=0
  16. I'll take a look at that. Just make sure that the directory layout is still the same (ie: Don't move the QuickBrake out of the QuickMods directory, just delete the others Confirmed it's a bug (the missing button when QuickBrake is alone)
  17. Individuals are fine, I'm just packaging it all together for the beta
  18. Please note that I've adopted this, move all discussion here: You need to indicate which mod has the MiniAVC, since I'm not supporting the older version. And open an issue on the new Github repo if it's still a problem
  19. New beta now available, this fixes, among other things, the QuickGoTo not releasing the screen lock: https://www.dropbox.com/s/2wq1qrkcntzzh1i/QuickMods-1.3.2.1-Beta.zip?dl=0
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