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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. So I just looked, the cost is correct at 5000. You may have another mod installed which is changing the cost. New release: 1.1.8 Changed required tech to flightControl
  2. Your call. Might just muddy the waters, especially if they are going to be bundled in with one of the existing mods
  3. How did you fix it? and, more importantly, when will you release it?
  4. @-ctn- Your mods were having a problem being installed via CKAN because you had the Agencies folder in all of them. I fixed it for now by making a new netkan file which only installed the Agencies folder, and then added dependencies to the other for that, along with a filter to keep the conflicts from happening. Would be better, I think, to just make a new Agencies package available. Your call, but if you do, let me know about it so I can get the CKAN info updated.
  5. Then it's not CKAN. I just loaded it up, and, again, this isn't exhaustive, but: The old Alcor IVA patch, is missing, and it doesn't appear that it's been incorporated anywhere. I've looked in all the files. The patch for the MK1-2_ASETinternal-patch is also missing. This was in the directory MK1-2_InternalsASET When I copied over the MK1-2_InternalsASET, the internals replacement for the MK1-2 worked. When I copied over the directory ALCOR_IVA_Patch, the internals replacement for the ALCOR pod worked. and I think I found the problem, looks like I referenced a wrong file in the netkan, I'll get it fixed, and the ALCOR Advanced IVA is missing, i'll get that added
  6. Not by me, at least, not until I do an official fork, which what i'm doing is not.
  7. New release, 0.2.14 Fixed problem with quickload and scene changes not properly resetting toolbar Added Identify menu item to be able to specify an identity for a button Added tooltips for buttons in the JCToolbar, for those buttons which have been identified There are lots of toolbar buttons, I'd appreciate it if you would all take a few minutes and use the new Identity menu to label each button, and then send me the contents of your config file: PluginData/JanitorsCloset.cfg so that I can add your button identities to the default file.
  8. New release, 0.1.3: Added setting to allow/disallow EVA kerbal from filling EVA propellent from the pod Added AssemblyVersion automatic updating Added standard log class Changed initialization of kerbalProfession from null to an empty string
  9. A copy of the mod released by someone else, it has since been deleted. When did you rename the folders? Before the release? @alexustas, I actually looked in what was installed, i didn't see these at all
  10. For all, I've added that experiment to the file in the unofficial version I have on Github. No other changes, 1.2.1.2: Added WBIGeoScienceExperiment to the incompatible experiment list https://github.com/linuxgurugamer/KSP-KEI/releases/tag/1.2.1.2
  11. Looks like it. @alexustas, comparing the files to what we were getting ready to release as a CE edition,I see that the following are missing (not a complete list): MK1-2_InternalsASET LanderCabinSmall_InternalASET ExtCamRadialVert ASET_LandingLegs (we had a modified config to make it work) ALCOR_IVA_Patch
  12. So, first thing is to make a totally clean install, then load ONLY the unmanned contract pack and CC, and see what happens. KSPDev LogConsole is also useful. Assuming you see the problem, please send me the log file and the complete GameData directory (excluding the Squad folder). If you don't have problems, then add a few more mods and try again.
  13. I use mods which are useful to me and enhance the game for me. I don't use buggy mods, and there are a number of mods I don't use because I disagree with the license being used. Specifically. There are a number of old, dead mods which died because the license did not permit redistribution or forking. I won't use a mod which has the possibility if dying because the author got in a snit and pulled it.
  14. It is. What's surprising is that it is in Log.Info, which shouldn't even be in that build. I'll take a look at it later, thanks
  15. Go to the KSP Wheel thread, aka Kerbal Foundries . You should be able to get some help there
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