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KSP2 Release Notes
Everything posted by linuxgurugamer
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[1.12.x] Smartstage, intelligent VAB reset button
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
It's something in the model which is causing the problem. Not sure what yet, it is weird -
[1.12.x] Kerbal Launch Failure Revived
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
It should -
[1.12.x] Probe Control Room Recontrolled
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Believe it or not, I've never used it, other than the testing needed to update. I might be looking at it this evening during my coding stream -
Good job on looking at the log file. Dependencies are tricky sometimes, you probably had too old a version. Also, a few DLL names have changed over the years Not sure if I asked originally, but how did you install all your mods? Would be nice to know what the issue was. Anyway, congrats on fixing it yourself
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[1.12.x] Filter Extensions (No localization)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Should be png files, I think -
[1.12.x] Probe Control Room Recontrolled
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
It's not a trivial task to do, but I'll take a look later -
[1.12.x] Resource Overview for VAB/SPH and Flight
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Get 2.0.2.1, that was a bug that I fixed last night after I released 2.0.2. Only appears in some installations. If it's still happening with 2.0.2.1, please get me a log file -
[1.12.x] Resource Overview for VAB/SPH and Flight
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 2.0.2.1 Fixed error on some installs where mod would generate nullrefs and not work -
[1.12.x] Engine Lighting Relit
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 1.6.3.4 Thanks to github user @vandest1 for this: Fixed some small issues with the emitters Remade config of solid fuel boosters to make emissive adjusted to match with nozzle -
[1.12.x] Resource Overview for VAB/SPH and Flight
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 2.0.2 Fixed display of resource name to the display name Fixed incorrect skin being displayed Added code to right-justify the data Added transparency option -
[1.12.x] NovaPunch Rebalanced - Out of Beta
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Means that this isn't a release, will just be something for you to work with. I'll send it to you via PM in the next day or so -
[1.12.x] NovaPunch Rebalanced - Out of Beta
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Going to be hard to convert all these engines to ModuleEnginesFX, there aren't correct stock effects for them What I suggest is this: I'll get you a working copy with the parts temporarily converted so you can do the Waterfall stuff and then send that back to me, then I'll update the patches for those to replace the ModuleEngines with ModuleEnginesFX as part of the patch. @mark7 Let me know if this works for you -
[1.12.x] AFBW Revived (Joystick & controller mod)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I didn't realize you were on a Mac. All I can suggest is to install the latest sdl2, and then symlink the library to a link with the name of 2.0.14 instead of the 2.0.20 (or whatever) -
I have the following statement: usedInputResource[i] = converter.part.RequestResource(converter.inputList[i].rr.ResourceName, inputResource[i], ResourceFlowMode.STAGE_PRIORITY_FLOW, true); There are two resources which this isn't working for, one of which is Ore I added a test statement (2 tests), each of which looked like this: var r = converter.part.RequestResource("Ore", 10, ResourceFlowMode.STAGE_PRIORITY_FLOW, true); var r = converter.part.RequestResource("Ore", 10, true); and in both cases, 0 was returned to r. The vessel has an ore tank which is full (1500). As part of the test, I added an ISRU and an empty tank, and that was able to work properly. Additional information: Community Tech Tree is installed. The other resource which isn't working is LiquidOxygen, defined in the mod, def follows: RESOURCE_DEFINITION { name = LiquidOxygen displayName = Liquid Oxygen abbreviation = LqdOxy density = 0.001141 unitCost = 0.04564 hsp = 918 // specific heat capacity (kJ/tonne-K as units) // recalc, mols are for O2 on wiki vsp = 213000 // heat of vapourization (KJ/tonne as units) flowMode = ALL_VESSEL transfer = DIRECT isTweakable = true isVisible = true } The following are the definitions of the resource which is working: RESOURCE_DEFINITION { name = Sludge displayName = Sludge density = 0.0045 unitCost = 40 flowMode = ALL_VESSEL transfer = DIRECT volume = 1 isTweakable = true } The last resource which is working is ElectricCharge The part itself doesn't have any holding capacity for any of the resources. Any idea what might be wrong here? Thanks in advance
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[1.12.x] AFBW Revived (Joystick & controller mod)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
The correct file is: ./Library/Logs/SQUAD/KSP/Player.log -
[1.12.x] AFBW Revived (Joystick & controller mod)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
No, it's always generated. From your home directory, you can try using this to find the file: find . -iname Player.log -print -
[1.12.x] NovaPunch Rebalanced - Out of Beta
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Ok, as soon as I finish converting the engines to ModuleEnginesFX, I'll merge and release