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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. I assume this is the same save that you sent me the CKAN info on? What scene are you in, and which button did you do it on?
  2. Does anybody else have identify information they can send me on the buttons? I'd like to have as many as possible before the next release. Thanks
  3. and I've removed the conflict from CKAN. thanks
  4. Subject says it all. I have a part (NRAP) which I want to set so it can't be a root part. Thanks The following answers my question:
  5. Be sure to ping me, either via PM or here, when you have it fixed and ready for release Thanks
  6. It's been reported to me that Hullcam is now working with the latest version of Kerbalism. Before I remove the incompatible flag from CKAN, I'd like some other people to install it and let me know how it goes. Do the same with Kronal Vessel Viewer, if possible. Thanks
  7. Oh. Duh! Sorry, my mistake. yes, they do, I'll put this in as a bug Thanks That is a stock message, not from this mod
  8. @Fan777 Reporting bugs is fine. More information is better. Criticizing is not! Mod authors do not get paid, they do this in their own time, for their own enjoyment and reasons. Many times they don't have the time to test all permutations. If you don't like something in a mod, then fix it. Or ask politely if there is anything you can do to help (see @Jebs_SY's post above yours). While this may be simple to fix, it also may not. If you don't like the lack of response, you are free to fork it, make a local copy and fix it for yourself, or just don't use it!!!!
  9. @politas I just made a bunch of updates fixing most of the errors I saw in the stats.ksp-ckan.org page. Hope it helps, let me know if anything was wrong (I merged them since they were just typos, new dir names, or in at least two cases, overriding the .version file due to a syntax error)
  10. Hi, Your .version file has a typo which is causing errors. the second quote on line 8 is not the correct quotes, it appears to be backquotes. This can happen if you copy/paste from a windows editor. It is very hard to see, the best way to validate it is to go to the following site: http://jsonlint.com and paste the entire text of the file in, it will show if there are any errors and where, although a back quote is still hard to identify, it will show where the error is Edit: It actually looks ok on Github, for some reason, what you have on Spacedock has a bad file Edit 2:Can you notify me when you do the next update, so I can revert changes I made to CKAN to bypass the error? Thanks
  11. I'm still working on the final problem, which is when NRAP is the root part, and you leave the scene and come back, the size is wrong. I'm leaning towards not allowing it to be a root part.
  12. Thank you for letting me know, I'll contact him to find out what was done to fix it
  13. The ones I found are: EVA Enhancements Continued EVA Parachutes and Ejection Seats Hullcam VDS Continued Kerbal Animation Suite Keep in mind, I found these mainly because these are mods I've adopted, and therefore have the source code on my system. I'm sure that if I did some searching in other mods, other instances would be found
  14. New release, 1.3.2 Fixed problem where individual categories couldn't be selected or deselected
  15. Yup. I added the functionality to PartWizard when I took that over. I offered to adopt the mod, @kujuman replied once and then totally disappeared. It was rather annoying, I had contributed some code to this, and when he disappeared, it was essentially lost. It is the main reason I'm not contributing code to any project which doesn't allow forking and releasing. I don't mind the no-commercial and the attribution-required, but ARR is just plain rude.
  16. There used to be a patch (back in 1.0.5) which would provide a user-editable config file that could thante the thrust output of all the electric engines. Did it go away? Edit: Found it, looks like the name changed: NFPropulsionTweakPatch.cfg
  17. There is still a bug I'm trying to find, where when you load a game and an NRAP part already exists, it's not changing shape or size. No idea yet what's going on
  18. Actually, it looks like it's a quirk of the AddModule code, in that the module is being added before a game is started(????), and the part isn't fully setup yet(????). I've found at least three mods which do the same thing, all related to an eva'd kerbal part. And this was from a 2 minute search on my system of mods I've downloaded.
  19. @pellinor I found the problem, and made a small PR for you to fix it. There is something wrong/missing in the way HullcamVDS is adding a module, so the prefab.Module.Contains is getting an error. I'm going to try to figure it out there, but I did this for you since if one mod can make the mistake (if it is a mistake), others can.
  20. @pellinor The error appears to be on this line: if (!prefab.Modules.Contains("TweakScale")) continue; which doesn't make sense, unless the added module is messing up the prefab.Modules list somehow. What jumped out at me was the following: at PartModuleList.Contains (Int32 classID) [0x00000] in <filename unknown>:0 at PartModuleList.Contains (System.String className) [0x00000] in <filename unknown>:0 at TweakScale.PrefabDryCostWriter.WriteDryCost () [0x00000] in <filename unknown>:0 Installed both Tweakscale & Hullcam, started game, got to MainMenu, no errors related to Tweakscale Entered a game, got the errors
  21. HullcamVDS adds a module at runtime in the Awake code, but it's adding a module for a camera, nothing to do with Tweakscale: public void Awake() { ConfigNode EVA = new ConfigNode("MODULE"); EVA.AddValue("name", "EVACamera"); EVA.AddValue("cameraName", "EVACam"); try { PartLoader.getPartInfoByName("kerbalEVA").partPrefab.AddModule(EVA); } catch{} try { PartLoader.getPartInfoByName("kerbalEVAfemale").partPrefab.AddModule(EVA); } catch {} } @pellinor I don't really know what Tweakscale is doing interally, would this new module added at runtime cause an issue? @Jebs_SY How are you getting this error? Can you give me a specific case I can try to replicate? @pellinor I looked at the code on Github and didn't see anything which jumped out at me. Can I assume the master branch is current?
  22. Oh, so a mod is adding it on the fly. Look at TweakableEverything, it might be in there
  23. Only if there are a fixed number of sizes. Which may not be too bad, if I put in a large enough number. Are you using KRASH?
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