Jump to content

linuxgurugamer

Bug Hunter
  • Posts

    24,931
  • Joined

  • Last visited

Everything posted by linuxgurugamer

  1. Boosters have it, but it's not doing anything For now, that's the best that I can do, not that much time right now Edit: Oh, it's a 2 line change, testing it now
  2. New release, 1.2.4: Fixed MM script to add this to engines with ModuleEngines FX Added code to exclude solid rocket motors Thanks to @dtoxic for bringing this to my attention
  3. I just checked the code, it does check both. Until I get home, I can't test, but I'll test this afternoon if I get some time
  4. sorry about the problems, it appears that I got the version numbering messed up. I've updated it, yo should now get 0.5.25.1 which works properly for 1.3.1 New release, 0.5.25.1: Fixed version numbers for release
  5. Ill take a look. If I remember correctly, I had to update the build script for this, which may have caused the problem.
  6. Thanks about the TacLS, I've removed the dependency from CKAN Regarding the values, it pulls the values from the game directly, look at the file Settings.cs for details. New release, 1.5.1 Updated for KSP 1.3.1
  7. No, it doesn't work with SmartParts, sorry New release, 1.2.3: Updated for KSP 1.3.1
  8. New release, 0.1.1: AtomicAge: Fixed shroud in the KANDL engine Cleaned the Lightbulb folder Removed Firespitter dependancy Updated .version file
  9. New release, 1.1.2: Updated for KSP 1.3.1 Updated deploy.bat and buildRelease.bat Updated version number to be in line with original mod
  10. The whole idea behind this mod is simplicity. I can see adding scrubbers (maybe) but not any other resources. If you want more complexity, then look at another LS mod. I'd suggest USI-LS, it has a bit more detail, if I remember correctly.
  11. Ok, thanks. Please leave that log file there for a few weeks, I'm in the middle of the 1.3.1 updates, so won't get to it, but I have added it to the Issue tracker on Github
  12. I have a couple of questions: First, i'm working on another mod which is using a lot of what's in the CRP. How can I make sure that the CRP definitions are used and not what's in the mod? Second, the mod has Kethane listed, but it isn't in the CRP. I assume that Kethane is used by the Kethane (duh) mod, but does anyone use it? And again, how can I be sure that the correct version is loaded? I suppose I could simply remove all the conflicts with CRP and make CRP a requirement, but still, what about the Kethane question? Thanks
×
×
  • Create New...