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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. New release, 0.6.7.1 Veteran Cost Modifier (Orange Suit) Showing Kerbals' Names. Update comment in orbital.cs
  2. New release, 1.2.7 Use dateTimeFormatter for Kronometer compatibility, thanks @Aelfhe1m Change date time formatting to use built in dateTimeFormatter for improved compatibility with non-standard calendars (e.g. Kronometer)
  3. Im just a bit puzzled, all of my mods (110+) are compiled and working in 1.3.1
  4. Probably outdated, someone is actually looking at this right now
  5. It's actually a very old mod, I'm merely maintaining it. Glad you like it
  6. Legal does not necessarily mean right. I gather there is/was some sort of friction/disagreement involved here, and it is a bit murkier since you are listed as one of the original authors. However, it is quite possible that your actions in both creating this thread and posting in the original thread may have been the straw that broke the camels back; i.e. pushed him over the edge into this action. It is a little to late to do anything now, but for the future, keep in mind that there was no urgency in doing this, it could have waited a few weeks. Its also the polite thing to do.
  7. Look in this thread: https://forum.kerbalspaceprogram.com/index.php?/topic/59703-10-hangar-extender-v33/&
  8. Well, the problem is not launching, but reverts. I have it working, it's fairly easy to do. The issue is that if you are in the VAB and you launch from the runway, it will revert to the SPH, and if you are in the SPH and launch to the launchpad, it will revert to the VAB. From what I can tell, this can't be prevented, it's built into the game itself Sorry
  9. Well, the author must have removed it, because when I look at the last code on Github, that option isn't listed in the features, which means it pre-dates my work. I'll have to go delving into the git history to see if I can find the code, and then, if it still works. Edit: I suspect it was removed when Squad added the "R" key which toggle the symmetry mode from SPH to VAB I'll do a test and see if it still works. Edit2: Looks like it was removed when Squad removed the code it was using. Won't compile
  10. @NathanKell Is the Kerbal Renamer mod available anywhere for 1.3.1? If not, are you planning on possibly recompiling it for 1.3.1?
  11. What @Poodmund and others have said. The ONLY thing I would consider being ok to save elsewhere is if a file is being saved in the directory of the save file. Other than that, all files for a mod should remain in the mod's directory in the GameData directory.
  12. probably is, but I'll look at it in the next day or so
  13. Ok, thanks for testing. I'll set up a clean install to test this. Did you install by hand or via CKAN?
  14. Probably not, and frankly, not worth spending the time on it
  15. One more, can you try the old MM, 2.8.1? I don't think it will do it, but would like confirmation
  16. Did you update ModuleManager at the same time? Looks like you are loading an existing save, I'm seeing a partModule indexing mismatch in one of the files If you don't have the toolbar loaded, delete the file: ProbeControlroomToolbar.dll, if it's there Oh, and a complete list of mods. Would also help if you just installed PCR in stock and see if it works, if it does, then add the mods back a few at a time
  17. This is (or has been) integrated into Trajectories. This is different than Trajectories. Trajectories attempts to calculate landing from orbit, but that is very difficult. For example, the same craft can have a huge difference in landing site depending on the angle of the craft as it enters the atmosphere (and I'm referring to non-winged vehicles). So you use it as an estimate, but you still need to pilot it down. This mod doesn't take anything into account other than (I believe) gravity. So it will be accurate only for short distances, the longer you have to fly horizontally(ie: if you were at 20,000m at 500m/s), the less accurate it will be.
  18. Ok, I've created the issue, I'll see if I can look at it this weekend. One question, if you close the window, does the memory used get returned, or is it kept?
  19. And I thought I had a lot of mods Unfortunately, not all mods support AVC, so my AVC says about 160 mods, but CKAN says more than 225
  20. They aren't separate objects, it's all one model. The original author would have more information.
  21. Ummm, I am not aware of that. Please find a reference showing that ability, or documentation. When I adopted it, I didn't delete any functionality.
  22. Please open an issue on github, if there is one there, add the info thx
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