Jump to content

linuxgurugamer

Bug Hunter
  • Posts

    24,952
  • Joined

  • Last visited

Everything posted by linuxgurugamer

  1. Why don't we start off with some more information, AND a complete log file. I don't even know where to start, you don't say anything about which version of KSP, which OS, etc. You should know better by now :-)
  2. No idea what you are talking about. The OP on both of them are very different
  3. @Daniel Prates Nice, can I add one of them to the OP as another example?
  4. LGG is fine, but if you want to ping me, you need the whole thing: @linuxgurugamer
  5. If you could send me a complete list of what's backwards, I can fix it when I get around to this.
  6. Ah. Makes sense, but unfortunately, as long as it has some sort of control, this won't work.
  7. @Ser I'm rather busy right now updating mods for 1.4.1/1.4.2. I'm only fixing breaking bugs right now, if you could take a look and submit a PR, that would be very helpful.
  8. New release, 1.2.6: Fixed non-working in 1.4.1 Major Improvement - Optimized code by using onPartDeCoupleComplete instead of an OnFixedUpdate Updated version to allow all 1.4.1-1.4.99 versions
  9. Interesting. Must be something new, I'll see what I can do But Stage Recovery does not require anything on it for recovery, unless that is a new requirement. Looking at the code: // Number of parts changed, so, let's go to work. // If we're part of a debris object, shutdown all engines. if (!vessel.isCommandable && !isSRB) which means that if there is a probe core or something else on it, it won't work, And this is expected behaviour. Think about it: If it is commandable, how can the mod tell if the jettisoned parts are a new ship or not
  10. Eventually. please don’t bug me about this, it will get done
  11. Not off the top of my head, but I'd have to look at the engine to see what it is using. If it is using something other than ModuleEngines or ModuleEnginesFX, it won't work right now. Which engine in MRS?
  12. Then why don't you start a new Wiki?
  13. Open an issue on Github, or do it yourself and submit a PR
  14. The location is correct, a new build process left out the directory. Just create the missing folder in ConstantTWR/PluginData I'll get it fixed this evening New release, 0.0.4: Added code to create config directory if it wasn't there Changed version info to allow all 1.4.*
  15. Well, I've been trying to avoid this, but.... I created a brand new 1.3.1 install, ran the game once and then installed GPP via CKAN, will see how it goes Just did Test install worked, so now I'll just start adding mods. Thanks
  16. Still no go. I'm not sure this is significant, but I see the following related to kerbalkonstructs, is it an issue: KK: Imported 18 Maps from around the universe (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) UnityException: Texture 'KerbalKonstructs/MapDecalMaps/AllBlack' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. at (wrapper managed-to-native) UnityEngine.Texture2D:GetPixels32 (int) at UnityEngine.Texture2D.GetPixels32 () [0x00000] in <filename unknown>:0 at MapSO.CreateGreyscaleFromRGB (UnityEngine.Texture2D tex) [0x00000] in <filename unknown>:0 at MapSO.CreateMap (MapDepth depth, UnityEngine.Texture2D tex) [0x00000] in <filename unknown>:0 at KerbalKonstructs.Core.ConfigParser.LoadAllMapDecalMaps () [0x00000] in <filename unknown>:0 at KerbalKonstructs.KerbalKonstructs.Awake () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelLoaded(Int32) AddonLoader:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: Line: -1)
  17. Then that's probably my problem, I have that installed, I'll remove and try again. Also, is EVE compatible with GPP?
  18. One question, Kerbinside, does that conflict with GPP & KK?
  19. Which is what I ended up doing I figured it was something like that, but good that I can delete CTTP I'll try this. Thanks
  20. I just updated GPP using CKAN, I had to do an uninstall and reinstall of GPP. It has 1.6.2.1 installed now One thing which is very annoying, you seem to force OPM to be installed, I had to uninstall that. I would prefer that OPM be a suggestion rather than a recommendation. I was testing on a new sandbox save. So, now I have the following mods of yours installed: Better Looking Oceans - High Resolution, 1.3.0.2 Community Terrain Texture Pack, 1.0.1 Galileo's Planet Pack, 1.6.2.1 GPP HighRes clouds, 1.6.2.1 GPP Textures, 4.1.1 and: Kerbal-Konstructs, 1.3.9.8 But, when I go into the VAB and hit the KK button. all it shows is the Launchsite Selector, with only the launchpad available. Going into the SPH only shows the runway So either I'm missing something, or something is wrong Log file: https://www.dropbox.com/s/wny0mbosbmlpcok/GPP-Log.zip?dl=0
  21. There are always bugs, and the EULA has been blown way out of proportion. Let's not discuss that issue here, please
  22. New release, 0.2.5.2: Updated version file for all of 1.4.*
  23. Not mine, sorry. It might be one of @RoverDude's mods
×
×
  • Create New...