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KSP2 Release Notes
Everything posted by linuxgurugamer
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[1.12.x] Tweakable Everything Continued (replacement)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Just delete the DLL -
Yes, and I'm asking for other people to contribute. I maintain over 60 different mods, and the only way I can do this is with the help and support of other users. I can't do it all. so, rather than telling me to do it, why don't you make one for me. It's not too difficult. The file is called StateFunding/Data/governments.settings, and the fields needed are: name = Short name of government/agency longName = Long name poModifier = Public Opinion Reward poPenaltyModifier = Public Opinion Penalty scModifier = State Confidence Reward scPenaltyModifier = State Confidence Penalty startingPO = Starting Public Opinion startingSC = Starting State Confidence budget = Yearly budget gdp = GDP description = long description of the goverment, it's aims, etc.
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[1.12.x] Tweakable Everything Continued (replacement)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
There is nothing wrong. One of the things that Tweakable Docking Node adds is orientation. The default is a 90 degree roll angle, but you can change that in the VAB. With the sample ship you posted, you need to do the following to dock: Make sure there is a kerbal in each pod Turn on SAS Undock, back away Extend the bumpers on BOTH docking ports gently move forward until they are either touching, or very close. Gently rotate the vessel around the axis using small puffs on the Q and E keys. After about a90 degrees, they will pull together, but will NOT join yet. Retract the bumpers on each docking node, after the 2nd is pulled in, they will dock You can change the roll angles in the VAB -
Already have that one, thanks. Looking for others A qualified Stranded Kerbal is one that is in a vessel without fuel/energy, a science lab, or a mining rig. They are floating without reason to be there. A kerbal will not be considered stranded unless it's been on the current mission for at least 2 years. I just recreated the bug with an install of Galilio's Planet Pack, will work on it
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[1.12.x] Tweakable Everything Continued (replacement)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Ok, I'll take a look at it later when I get home -
[1.12.x] Tweakable Everything Continued (replacement)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
You need to deploy the bumper before docking -
[1.12.x] Tweakable Everything Continued (replacement)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Right-click the docking port and see if there is a deploy button (unless you did that already) Logs are always useful and necessary (unless it works) Logs aren't necessary if it works and there aren't any exceptions. Glad to hear it's working -
[1.12.x] Tweakable Everything Continued (replacement)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Right-click the docking port and see if there is a deploy (unless you did that already) Logs are always useful and necessary -
[1.12.x] Tweakable Everything Continued (replacement)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Did you deploy the docking node? Even for the non-shielded ones, I think you need to deploy it -
SCAN Sat (BTDT) Issue. Need to resolve asap.
linuxgurugamer replied to Mapoko's topic in KSP1 Mods Discussions
Vessel viewer? -
Ok. I can't find anything which is related to your error which makes sense. I've added some checks for nulls along with some additional reporting to the log in this test build: https://www.dropbox.com/s/qujjfsocufobnb1/StateFunding-0.6.0.1.zip?dl=0 Please try this, and, even if it works, send me the log. Be sure to update Firespitter if you can first. also, before you do, I'd like to see the following: The save directory of the game The installed-default.ckan file (located in CKAN/installed-default.ckan
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I'm not redesigning it at all. So far, I haven't touched your code, simply added on. My intention was to add, not rewrite/redesign. The folders were a suggestion, to give people a standard place to add things. Ok, I'm busy with some othe rmods, but will get you something by the middle of the week. I assume a PR on Github would work? Re. the 32 vs 64 bit, there is no need for a different dll. I have over 200 mods installed, all mods are built for any cpu, no problem. I would suggest that you just build for the "Any cpu" version and make it simpler for you and everyone else.
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Your log shows an error which I'm not getting. Was this on a new game, an existing game with the mod added, or an existing game with the last version of the mod (before mine)? also, you are running an outdated version of Firespitter, there are a lot of errors there, and I verified thathtere is a later vrsion, you are running one with an internal version number of 7.1.5950.29855, the latest is 7.3.6212.36331