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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. @RealGecko I'm wondering if you have no interest in maintaining this mod anymore? If so, let me know, I'd be happy to take it over from you
  2. Ok. I understand the code, just needed pointers It's going to be a bit, but when I get started, i'll want you to test what I do
  3. I know that there is a way to create and display dialogs without using the OnGUI methods, by designing the dialog in the Unity editor. Can someone point me to a tutorial on how to do this? I've been looking, but haven't found it (probably just haven't put the right search in) Thanks
  4. First, I assume you are fully updated? Then, please send a log file, and your save as well, I'll be able to look at it on Wednesday
  5. That's fine,take your time. I won't be able to do anything until the weekend at the earliest. What is TOT? never mind, found it
  6. So, I just looked at it, may not be that difficult to do. Can you explain what exactly happens which you click the "Begin Search" button? All I have access to is the pascal code, and you seem to use the compiled resource script for most of the graphics. This may actually give me a good reason to learn the Unity GUI stuff
  7. Yes, i do that (and many other mods). Right now I'm somewhat busy, getting ready for 1.3 to drop. But this would be an interesting idea, maybe we can collaborate later Oh, BTW, would be better to use something other than Dropbox for this, I'd suggest Github, if possible.
  8. Ok, for all patches where type = surface, I'm changing the default scale from 1 to 1.25 However, there are number of parts which don't have a default scale, so I'm not adding any to those, could you please check once I get the new release (shortly) New release, 0.3.11.1: Updated patch for tweakscale, setting defaultScale to 1.25 where it is currently set = 1 for those patches where type = surface
  9. I'll see if I can get to that soon. A patch or PR would be helpful, I'm rather busy right now
  10. Please be aware that due to changes in the dimensions between these parts and the parts in Better Science Labs, the included patch has the potential to break craft which are already built with BSL.
  11. New release, 0.3.11: Updated description of wheels Update Clyde internals with fixed textures, converted remaining png to dds, thanks to @Drew Kerman
  12. New release, 1.9.5: Thanks to @rakkhin for these changes: Fixed missing persistence on trigger direction code cleanups Log class changed to non-static to allow module specific titles Fixed speedometer speed never being zero Fixed multiple timers not working
  13. New release, 0.1.9 Removed EVA fuel code (probably causing those NREs) @Warezcrawler Please ping me when you post, otherwise I might miss reports (like I missed this one) Let me know if the new release fixes it.
  14. Kudos, but I wonder how difficult it really would be to swap engines like that. Regardless, a magnificent feat.
  15. Use CKAN to install your mods, and then use it to keep them updated. Only use mods that are up-to-date. Use mods from well known authors, and authors who are active. I running a 200+ modded game with no problems.
  16. This was talked about in another thread. There are so many problems with this, I can't even begin to start
  17. Then all I can say is, looks like an incompatibility. I'll add it to my Todo list, but it's pretty far down, especially with 1.3 around the corner. I will get the OP updated later to reflect this
  18. That's great! Either they will learn how to, or they will learn how hard it really is. A win for everybody.
  19. I'm pleased to announce the release of a new mod which better integrates the two mods FMRS and Stage Recovery. More details to come, but essentially, right-click on decouplers to show the properties, and click the Stage-Recovery button to cycle between the different available mods. This will enable you to select which mod controls the decoupled stage. Available settings are: auto - Let FMRS decide depending on it's options whether it will take control or not none - No mod should control this stage after staging FMRS - FMRS has control of this stage Stage Recovery - Stage Recovery has control of the stage License is MIT Source Code: https://github.com/linuxgurugamer/RecoveryController (folder inside FMRS) Download: https://spacedock.info/mod/1311/RecoveryController Mod will be installed automatically when you install the FMRS mod, no need to install separately. Available via CKAN as well. While initially targeted at FMRS and StageRecovery (because they are the only mods which deal with recovering stages after staging), the mod has been designed to work with any mod which would want to do the stage recovery. For modders, there is a file called "RecoveryControllingWrapper.cs", which works in the same way as the Blizzy Toolbar wrapper works. The file is documented, feel free to ask any questions here.
  20. New release, 1.2.3.8 Added integration with RecoveryController (new mod, integrates both SR & FMRS together when both installed) RecoveryController is a new mod I wrote to provide better integration between FMRS and StageRecovery, details are below. This is a brand new thing and there's a non-zero chance for bugs. If you test it out, let me and @magico13 know.
  21. What would it take to rewrite this in c#, and have it inside the game?
  22. Best to post, so that more than one person can help
  23. many things are nice. I direct you to the HyperEdit mod, which would let you do what you want. It works with KRASH
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