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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Like what I do, make a full release, make a release thread, update CKAN and provide support, etc The thread here still says 1.0.5, which is confusing if someone is looking for it.
  2. It just how people feel about the topic, and has nothing to do with your mod. I never look at the stars on my threads. There is always going to be bozos who do stuff like that for kicks. Regarding the mod, do it because you like it. If others like it, thats great. But don’t mod just for other people’s approval.
  3. @ansaman Thank you. New release, 0.4.4: Fix for NullReference (in Start and Update), thanks @firda-cze
  4. I do this a different way. I have a text template which generates the AssemblyVersion from the .version file. I dont find a build number as useful, but having the version info embedded is very useful IMHO. If you are interested, you can get it here, along with instructions:
  5. I grew up during the space race. As others, I’ve done my fair share of shooters. This is FUN, and half of my fun is the modding
  6. @Damien_The_Unbeliever any idea when you will have a chance to look at the PR I submitted last month?
  7. New release, 3.3.15: Added check for compound part in NoOffsetLimits, will not work on compound parts
  8. OK, it's a problem with the No Offset Limits code. If you disable the No Offset Limits in the EEX settings, it will work. I am working on a fix
  9. New release, 0.1.12: Added code to save/load the pitch & roll. Old code wasn't working because the values changed from KeyCode to KeyCodeExtended
  10. I don't understand. This overrides the stock values, you are taking the stock values and then modifying what the player set in the settings. At what point in the game does the stock max ever change, unless it is done in another mod?
  11. New release, 1.3.1.3: Fixed nullref when instantiating vessel
  12. Start with a full copy of the config for one of the working engines in game, then slowly add in your changes and customizations Until you have what you want.
  13. I just tried this on a totally clean install, the only thing installed was this and MM. It did not happen. however, I did find a place in the code where it might conceivably happen, so I'll fix that for now. If I'm right, this can be ignored (although I am fixing it), it will happen one time occasionally when instantiating a vessel, but not after
  14. What were you doing, and, of course, a complete log file helps
  15. See my answer right above this I wasn't aware of the wrong category for the base mount, it will be fixed in the next release
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