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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Look like it is essentially dead, hasn't been touched for a long time
  2. New release: 0.2.13 Fixed problem unhiding a hidden button @smokytehbear No need, thanks. Unless it happens again
  3. A list of whatever mods which you are seeing the issue. Or, if it's random and/or many different ones, i need to know that also. thanks I have been able to replicate the issue with Kerbal Konstructs. It looks like there is a problem removing buttons from that area
  4. Why don't you come up with some good values, and let me know. in fact, if you can, do a PR on Github, if you can't or don't know how, then just paste the config in here
  5. Not really important, I updated the Flag Rotate mod, right now the flag rotates in 5 degree increments, I was hoping to have it a smooth rotation, but not spending a lot of time on it Thanks
  6. New release: 0.0.3 Fixed problem with multiple list windows opening up, but only one being active Null ref fixed which occured when no toolbar installed and the "Hide Image Window" was clicked issue fixed where clicking the "Hide Image Window" and then trying to show another image would either fail or show a tiny window with nothing in it Removed extra .version file
  7. Getting back to the original topic, there are at least two mods which control the time warp speed: Better Time Warp, and Time Control. Both do what you want.
  8. Ok, thanks, I'll see what I can do. Good to know it's FAR, it might be specific to that, I'll figure it out
  9. First, are you running the latest version? Second, it's impossible to do what you ask about the config file. There is no way to uniquely identify a button and the mod it's from. I had to use an MD5 hash of the button image to uniquely identify the buttons. If you are running the latest, please replicate and then send me the log file. Thanks
  10. the client won't see the new one, and you can't delete the old one. Add the following line to the netkan: "x_netkan_epoch": "1" This will tell ckan that the format has changed. If you ever change it again, you would increase this by 1 Look at this for an example: https://github.com/KSP-CKAN/NetKAN/blob/master/NetKAN/AlternatorsForAll.netkan
  11. You changed the file name format. Old format: KSPDev-LogConsole/KSPDev-LogConsole-logconsole_0.13.0.ckan New format: KSPDev-LogConsole/KSPDev-LogConsole-0.13.1.ckan Assuming you are going to keep the new names, you need to create an epoch, to tell CKAN that the versioning changed.
  12. That's because the CKAN isn't rebuilt every time. The way you have it set up, is referencing a netkan file in your source, but that is not rebuilt each time. I don't know why you have this line: "x_netkan_version_edit" : "^logconsole_(?<version>.+)$", when you also have the .version file
  13. Ummm, so? Did you see the video I posted? That's the way surface attachments work. By carefully moving the box, you can get it rotated properly. Call it a quirk if you like.
  14. So the question becomes, does this mod morph into a more generalized checklist (ie: adding/merging the Wernher's Checklist functionality), or just stay an engineering mod? @Magion, who wrote Wernher's Checklist, hasn't updated it for a while, so I may see what can be done to merge the functionality
  15. No problem. Are you going to add the EVA Fuel mission limitation I have there (ie: fixed amount of EVA fuel for the entire mission)?
  16. @AliceTheGorgon How's it going, did you get the PR I sent you?
  17. Works for me, so you must have a conflicting mod on your system. I need a log file, please: @Azimech, Just so you know, KVV looks for the following modules in parts to determine if they can be split apart: ModuleDecouple ModuleAnchoredDecoupler ModuleDockingNode ModuleJettison ModuleProceduralFairing CModuleStrut LaunchClamp If KAS is installed: KASModulePort If ProceduralFairings is installed: ProceduralFairingSide So if something is changing the modulename, (ie: a MM config file), that would cause your problem
  18. Are the RO decouples different than regular decouplers? I don't play with RO, have no idea what might be different. Also, from what I just read, RO isn't 1.2 compatible yet, it's only up to 1.1.3. Please ask your question over there. Regarding the scale, feel free to write a shader for that. I have no idea how to do it. But if you do get it written, I'll gladly include it.
  19. Not really the purpose of this mod, this is an engineering mod. Let me think about it Isn't there another tool besides the screwdriver? I've added it as an enhancement request to track this
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