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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Two more things: First, are you using The Janitor's Closet? Second, please send me a log file after it happens. It would be best if you started the game, went into the editor, verified that it was happening and then exiting. Thanks
  2. Thank you for the feedback. Regarding the performance issue, could you please uninstall it and run the same game and see how your performances in the editor please. Someone else reported the same problems and it turned out to be other mods giving him performance issues. It doesn't do anything in the editor which it isn't doing in the flight scene so it doesn't make sense that it's causing an issue in the editor. I will be addressing the typos, thank you very much
  3. You can add this to any game, does not have to be a new game. I'll be looking into the performance issues in the editor
  4. Ok, so a couple of comments, I was just testing this for my use: Initial vessel of a series does not have a number. Maybe put in an option to the settings to always number vessels If the last digit of a vessel name is a digit, it doesn't assign any numbers. This is, IMHO, not great. At least provide an option in the settings about it Having a standard format for the numbering is fine, until someone wants something different. I suggest creating a very simple template which would have three substitutable values: <<name>> <<launchNumber>> <<blocNumber>> or [name] [launchNumber] [blocNumber] Using these, and a single rule that text immediately in front of a field is only used if the field itself has data, a simple default template to do the same as what you currently have would be: <<name>> <<launchNumber>>-<<blocNumber>> [name] [launchNumber]-[blocNumber] so, given a name: My Big Launcher the final result would be (for launch 2, bloc 3): My Big Launcher 2-3 You can have the template in a config file, where people can change it if they want, but if they don't, then they won't see any change. This would allow the people who don't want to be technical to use the mod, while those who want a bit more customizations to have it available
  5. Correct me if I'm wrong, but does this not put a number on the first launch of a model? Edit: I confirmed in code it doesn't, see my next post for comments
  6. Deleted is easy. Overwritten is much harder, if at all possible. Ram, forget it
  7. At the very least, use your computer for permanent storage and sign up with a good offsite backup service . I use Backblaze, but there are other good services available.
  8. Never heard of you :-) welcome back
  9. @Shaggygoblin I see the PR, will look at it soon. Could you please delete the MM dll from it? Thanks
  10. Most likely the software misread the river as being much higher, maybe due to reflections of light from when the original picture was taken
  11. Finally! Release Candidate!!!!! 0.0.1.15-RC1: Fixed internal index counter Added space between thumbnails Added check on load to be sure the index isn't greater than logIdx, this can happen from a crash, or a revert/exit. If check fails, sets logIdx to 1 greater than loaded index value Moved permanent screenshotcnt to ScenarioModule Merged both Scenario Modules Disabled the "Log Entry Saved" message Added check to NOT record log entry if debris got modified/destroyed https://github.com/linuxgurugamer/KaptainsLog/releases/tag/0.0.1.15
  12. What are you system specs? What version of Windows are you running? Do you have anything else running at the same time?
  13. The logs will be at one of the following locations (Windows): KSP_win\KSP_Data\output_log.txt KSP_win64\KSP_x64_Data\output_log.txt (64bit) %USERPROFILE%\AppData\LocalLow\Squad\Kerbal Space Program\output_log.txt Replace the "KSP_win" or "KSP_win64" with the actual directory where the game is. If you don't see them there, then copy the ENTIRE third line and paste it into the windows search
  14. Wrong files. Please read this:http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/ We need the output_log.txt file
  15. I've looked at the code, I don't see any way this could be happening? Is it possible that those "tips" are being included in the stock tips? Please enable the "DumpTips" and start the game, then send me the log file.
  16. Did you delete the entire KSP directory and then reinstall? And, the log file would be very helpful
  17. New release, 0.0.8: Refactored code to deal with issues related to the pre-installed mods
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