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KSP2 Release Notes
Everything posted by linuxgurugamer
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[Released][1.3.1] Antenna Helper [v0.90] (27 Feb 2018)
linuxgurugamer replied to Li0n's topic in KSP1 Mod Development
Enhancement suggestion: Have a way to simulate an antenna at an arbitrary location. To keep it simple, the arbitrary location would have to be either an existing vessel or planetary body. -
@AndyMt A minor addition to Gravity Turn would be a way for another mod to trigger the Launch button. I use a mod called Launch Countdown, which can trigger a launch by itself, but if I do that, then GT doesn't start. I can easily add the code to Launch Countdown to call GT instead of doing the launch itself. Edit: I was looking at the code, it seems that if I just call the Launch() method, it should work.
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Two questions (ok, three) Is the above mentioned bug fixed? does this work in 1.3.0. as well as 1.3.1? Are you aware of any issues with Kopernicus and various planet packs? Thx
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[WIP] DoubleDouble Continued [Pre-v1.2]
linuxgurugamer replied to Grand Ship Builder's topic in KSP1 Mod Development
When you have a major update, let me know and I will demo it on my Twitch stream -
[1.12.x] Filter Extensions (No localization)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Ummm, then you have a problem, because they should be in the Liquid Fuel category. Nuclear engine should be just the nukes Please show a screenshot and a log file -
[1.12.x] Throttle Limit Extended
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Ok, I'll take a look, thanks -
[1.12.x] Kerbal NRAP - Procedural test weights!
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 1.5.8.1 Fixed harmless nullref which happened upon entering the editor (either VAB or SPH) -
Contracts to rescue kerbals
linuxgurugamer replied to riverturtle's topic in KSP1 Technical Support (PC, modded installs)
Next time it happens. do the following: Record what kind of vessel it is. Immediately exit the game, and pack up and send me the following: output_log.txt Complete save directory -
[1.12.x] Kerbal NRAP - Procedural test weights!
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
You are seeing several different things. You can ignore this: UIList: RemoveItem didn't find any item to remove. it's not an error. If that error from NRAP only happens once, ignore it, it's probably an initialization error, although I will look into it. Then, you have errors from the AT_Utils: [EXC 06:59:59.794] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.PartCategorizer.AddCustomSubcategoryFilter (KSP.UI.Screens.Category mainFilter, System.String subFilterName, System.String subFilterdisplayName, RUI.Icons.Selectable.Icon icon, System.Func`2 exclusionFilter) AT_Utils.SimplePartFilter.add_filter () EventVoid.Fire () UnityEngine.Debug:LogException(Exception) EventVoid:Fire() KSP.UI.Screens.<SetInitialState>c__Iterator129:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) KSP.UI.Screens.PartCategorizer:Setup() EventVoid:Fire() KSP.UI.Screens.EditorPanels:ShowPartsList(Action) EditorLogic:SelectPanelParts(Boolean) EditorLogic:StartEditor(Boolean) <Start>c__Iterator32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) -
[1.12.x] Toolbar Controller (for modders)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Sorry, but its necessary to be sure everything gets loaded in in the correct order Once this starts to be used, I’ll package the toolbar dll in the same zip file, and will set up ckan to not have a problem with that -
[1.12.x] Toolbar Controller (for modders)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Yes, but it can operate without blizzy -
[1.12.x] Toolbar Controller (for modders)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Minor update, 0.1.2 Fixed issue with stock toolbar not changing textures Replaced Debug.Log with logging class to reduce log spam -
Ok, I have been able to reproduce this. The problem is the sheer size of the Mainsail engine, it is very difficult to get the launch clamps close enough to the center of the engine, which is where the measurement is from. I'm going to increase the distance for the clamps a bit, as well as adding a couple of field to the right-click showing the ignitor distance and the distance to the engine. Note that you can already see if the engine is within range in the editor, there is a line in the context menu for the launch clamp called "Engines in range"