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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. ok, so I will do the engines for now. Do you want to have the files, or should I include them in my mods? Once I have this, I'm going to start adding Kerbal Health as a suggested mod for my IFI Life Support mod
  2. Really sounds like you want something like the Part Angle Display mod, although instead of angles, locations/coordinates
  3. @garwel I'm going to be writing patches for the atomic motors I'm maintaining (in Spacetux Industries Recycled Parts). How did you come up with the radioactivity values in the KerbalAtomics patch file? Also, when adding the module to a habitat, what values do you set, and what do you base them on? I'd like to write the configs for another of my mods, Tokumak Refurbished parts.
  4. What would it take to add compatibilty with IFI LS, and more atomic rockets?
  5. @Apaseall Your report is very nebulous. Given that you are working on a specific craft, please provide the following: Log file Craft file Save file (if it is a career game) I never heard of a part causing a craft to be relocated to the surface of the sun, so I am somewhat reluctant to point fingers until I can see the requested files. See my sig for instructions on how to find the log file Oh, and that "stealth" mode, is not anything of mine, and I would definitely look at that.
  6. Well, not by me, and not right now. If someone would want to write the code, I'd ben happy to help and review, but I don't have time or interest to add that right now.
  7. The log file is deleted and a new one written every time you start the game. Please do, I'm not sure when I'll have time to look at it, but I'll see if I can get to it this weekend
  8. I'd still like the log, I think I know what the problem is, but they would be helpful in indentifying it
  9. Might make sense to make this a Community CTT Stock Rebalance mod. Currently it only changes 9 parts, I would suspect that more would need to be adjusted
  10. Would be better for LPS to have it's own. This mod says it's rebalancing the stock parts. I've PM'd @TheJewelOfJool, wondering if he is still working on it
  11. This is a known bug Would really help if you give some more information. such as a log file, list of mods, version of KSP, etc
  12. New release, 1.2.2 Fixed static windowid causing incompatibility with the KerbalX mod If you aren't using the KerbalX mod, then you don't need to update this
  13. Looks like it. I would suggest that you NOT use a fixed number for the window id. After looking at the code, the mod starts with a windowid of 0, and increments it for each new window. It would be better to select a random number as a starting point. Turns out that LSM is using a static window id of 1 on one window, which I'm going to fix, but the KerbalX mod should be fixed as well FYI, what I'm using in the fix is" windowid = GetInstanceID() + 1; so you could use the instanceid as the starting number
  14. For anyone interested, I have a preliminary recompile/rebuild for KSP 1.3.1 here: https://github.com/linuxgurugamer/QuickMods/releases/tag/1.3.1.0
  15. New Localization Beta 3, 1.7.16.2: Updated localization file Split localizations into individual files Updated About url Updated check for correct path https://github.com/linuxgurugamer/ksp_toolbar/releases/tag/1.7.16.2
  16. Ok. Are you aware of an incompatibility between KerbalX mod and the Loading Screen Manager? The errors in the lgo are coming from KerbalX, but it's messing with the Loading Screen manager window as well. Clean install, put both KerbalX and LoadingScreenManager on, start the game, click the toolbar button in the upper right, and then click a button in the LSM window [EXC 14:28:05.515] ArgumentException: Getting control 1's position in a group with only 1 controls when doing Repaint Aborting UnityEngine.GUILayoutGroup.GetNext () UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type layoutType) UnityEngine.GUILayout.BeginHorizontal (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) UnityEngine.GUILayout.BeginHorizontal (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) KerbalX.KerbalXWindowExtension.section (KerbalX.Content content) KerbalX.KerbalXLoginInterface.WindowContent (Int32 win_id) KerbalX.KerbalXWindow.DrawWindow (Int32 window_id) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) I would also suggest that you not have the userid/password window until the first time someone tries to access the KerbalX mod
  17. Maybe for afterburner, but the engines in FTmN didn't have afterburner.
  18. Ummm, I took care of it in Kommitz's mods (the FTmN mods) I'll have to review the LANTR engine The LANTR still has the afterburner mode The FTmN parts don't have an afterburner mode
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