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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Action groups always irritated me, mainly because of the hassle of setting them up. I'm going to be looking into this little gem today, seems like it's what I need to get going with them properly. Does it work with AGX (Action Groups Extended)?
  2. Yes, I need to add vertical scrolling. What is your screen resolution?
  3. Regardless of whether the spanish is fixed or not, I'll be releasing this later this evening, hopefully someone who has the ability to fix it will submit a PR
  4. Great. I haven't had a chance to fix the BSS-1 yet, I'll try for this evening. I need to review all the stock tech requirements anyway, I was concentrating on the CTT near the end.
  5. That's a mistake. I had it correct for the community tech . Apparently I missed it in stock. The BSS is supposed to be before the greenhouse not after. I'll get an update out later this evening.
  6. New release, 3.4.3: Fixed greenhouses not activating after experiments were done Improved status display of reasons greenhouse is not active Reduced refresh interval from 15 to 3 seconds Don't forget that you have to run experiments in the destination location BEFORE the greenhouse and other parts will work.
  7. Uploading fix now. Was a single character change, although I took the opportunity to improve some info stats
  8. CTT is optional. I don't need a log file, I can reproduce the problem. It seems that everyone who tested it was testing in sandbox, this bug only shows up in career.
  9. First, your log file. Second, some details about your career, please. And, are you using CTT or not? And, is there some sort of command module on it?
  10. I cant accept the PR as given, it does too much with no explanation of the changes.. details in the comments on the PR.
  11. I've fixed what I'm aware of in my mods regarding 3.0.1, please let me know if you hear of any others. I haven't had time to go through all of them proactively yet. A suggestion for the future: First, I wasn't aware of the pre-release. Not your fault, but for something like this, maybe being a little proactive and notifying major mod authors of the upcoming changes might help avoid some of the complaints. Second, a suggestion for next time, or maybe even for 3.0.2. I don't know how easy or difficult it would be: When doing a release which changes syntax, or, in this case, tightens up the syntax checking, maybe have an interm release which would continue with the old behaviour, but notify the player of potential issues and ask them to notify the mod authors. That might have alleviated some of the problems here, again, i don't know how difficult it would have been to implement this. Anyway, thanks for all your work.
  12. I'll wait until you are done before adding it to the mod
  13. New release, 0.9.4 Fixed CoM marker showing up after clicking action groups and then back to parts, if the mod hadn't been used yet
  14. New release, 0.7.16 Fixed MM patches for new MM 3.0.1
  15. Well, what @Tyko said does it, with the caveat that you haven't activated it first. So, go into the editor, select a part, click the action groups, click back to parts and voila, it is there
  16. @cybutek I'm afraid this mod is going to fall into disfavor if this doesn't get fixed. It's been 2 months without any action. If you would like a fix done in a different manner, let me know. Otherwise, please fix this. It is not dependable anymore with tis bug.
  17. Then you have a problem. Log file, please Testing showed that if I click the button first and then hide it, selecting the action groups tab and then back doesn't activate it. Looking for confirmation, please
  18. We are waiting for the answers to our questions so that we can help you
  19. Why is this nonoperational without reaction wheels. I play with MandatoryRCS, and I use this
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