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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Oh crap. That was a mistake, I'll fix it, sorry. Was rather busy yesterday with several issues. Just delete that "aa" directory, I'm going to release an update in a few minutes New release: 0.3.7.1 Deleted unnecessary directory Updated buildRelease.bat
  2. Initial Release: 1.5.2 (https://github.com/linuxgurugamer/NRAP/releases/tag/1.5.2) Fixed issue where it was telling KSP that the size was changing every tick, which was causing issues in other mods which were reacting to the event Fixed issue where clicking Apply wasn't updating the Totalmass display immediately, you needed to click it a 2nd time Fixed issue where changing the fuel wasn't showing the change in mass unless you clicked the Apply button Removed the CompatibilityChecker Currently available only at Github, I've asked @stupid_chris to give me access to the mod on Spacedock. That will avoid the need to update CKAN with new information Edit: Now available on Spacedock, thanks @stupid_chris
  3. It all depends on the changes which will be needed. Hopefully, they are in a more stable state, and won't have the need to change existing interfaces. Hi Everybody, Since @stupid_chris isn't working on this, I've decided to adopt it. I've emailed him, and he is OK with it. I've started a new thread here: Please move all discussions on the new version for 1.2 over there.
  4. This is a continuation of the Kerbal NRAP mod, which was orignally written by @kotysoft (original thread: http://forum.kerbalspaceprogram.com/index.php?/topic/65937-kerbal-nrap-adjustable-test-weight-for-lifter-building/) and continued by @stupid_chris (thread here: http://forum.kerbalspaceprogram.com/index.php?/topic/69054-112-kerbal-nrap-procedural-test-weights-v1511-010516/#comment-1075313) Dependencies Click Through Blocker SpaceTuxLibrary CKAN has been updated with the new dependency ADJUSTABLE TEST WEIGHT for lifter testing purposes 0.01 - 1000t What is this exactly for? The title speaks for itself. This simple MOD made for those KSP project managers (hereinafter referred to "players"), who builds lifter rockets (and save as subassembly) for different payloads to overcome that evil Kerbin gravity. Personally I playing carreer mode, and time-to-time, after some new research, I make lifters for 10-20-50-100t payloads, but already tired to stock up many Rockomax fuel tanks to get X tons of payload. Made it for myself, but shared to public. How it works? This part is functional just like an unmanned pod. So put this on your lifter in VAB, right click on it, and you can open a simple gui to change mass, diameter and height. Don't forget to apply changes before you close the UI. MonoPropellant and ElectricCharge can be adjustable in normal way. (by right clicking on part and move KSP original slider) By adding MonoPropellant, it raises mass 0.4t by 100 unit. Carreer mode If you playing career mode, you have to unlock this part in R&D facility in starter tech. https://www.patreon.com/linuxgurugamer Original thread All credit for the original idea as well as for the models and textures for this go to @kotysoft. He's awesome!
  5. It's not an exact number, it's calculated, the 50 is a base number
  6. If you have Science after Failure enabled, then yes. Look at the Flight log for details
  7. New release: 3.1.2 Fixed typo in KW_ETT.cfg If you aren't using the ETT, then you don't need this
  8. New release: 0.3.7 Added Experimental Rocketry to tech tree
  9. No, the patch to add it must have been deleted by accident, I'll get it back in there
  10. @rakol It's available, see this posting: Dang It New release: 0.7.10 Removed the lastTimeReset code, wasn't needed after 0.7.9 Changed print to Logger.debug, to reduce log spam
  11. Hi, I've offered to @stupid_chris to take this over. In the meantime, you can get my build of this for 1.2.2 here: https://github.com/linuxgurugamer/NRAP/releases/tag/1.5.2 Fixes the following issues: Fixed issue where it was telling KSP that the size was changing every tick, which was causing issues in other mods which were reacting to the event Fixed issue where clicking Apply wasn't updating the Totalmass display immediately, you needed to click it a 2nd time Removed the CompatibilityChecker
  12. Working on fixing another bug, where you hit apply and it didn't seem to take in the editor until you hit apply a 2nd time
  13. It's an NRAP bug, I have a fix which I'll get out later.
  14. I'll see what I can do. On another note, I've contacted @stupid_chris to see if it's ok if I adopt NRAP, if it is, then I'll be able to have a more official version for you soon.
  15. The three contract mods I have need some love, but, did you install them via CKAN or manually? No, it is not expected behaviour, CKAN installs the SpaceTuxGroup automatically, so I would expect that you did this manually. Here is a link to the missing group: https://spacedock.info/mod/53/SpacetuxSA
  16. First, thank you for providing the logs It's not a bug, just some log spam. Where are you getting NRAP from, the last commit on Github was last May. it is NOT compatible with 1.2.2, last version listed is 1.1.2. I'm guessing you are using the unofficial version, but I can't really support that. And you do know that KCT is the only mod generating nullrefs?
  17. Sample code designed to show a bug in KSP Github source here: https://github.com/linuxgurugamer/KSPBugDemo license: Unlicense I've opened a report on this on the bugtracker: http://bugs.kerbalspaceprogram.com/issues/13745 Bug happens in the following case: 1. Monobehaviour class instantiated with following code: [KSPAddon(KSPAddon.Startup.SpaceCentre, true)] // Determines when plugin starts. public class KSPBugDemo : MonoBehaviour { private void Start() { DontDestroyOnLoad(this); } 2. Mod button added, button is NOT supposed to be visible on the main menu: const ApplicationLauncher.AppScenes scenes = ApplicationLauncher.AppScenes.FLIGHT | ApplicationLauncher.AppScenes.MAPVIEW | ApplicationLauncher.AppScenes.TRACKSTATION; _appLauncherButton = applauncher.AddModApplication( ToggleWindow, // onTrue ToggleWindow, // onFalse () => { }, // onHover () => { }, // onHoverOut () => { }, // onEnable () => { }, // onDisable scenes, // visibleInScenes GameDatabase.Instance.GetTexture(TexturePath + "spacetux", false) ); Bug is that the button IS visible on the main menu, at least the first time through. A fix is in the function: private void FixedUpdate() which is disabled in the demo. My best guess is that the button isn't properly initialized when first created in this case This can be shown by going to any other screen and then returning to the space center, the button will be properly hidden at that point
  18. Being fixed now CKAN is being updated with the new file names. Since right now CKAN doesn't have the ability to select an install file based on OS, there are two entries, one for Windows and one for MacLinux
  19. A release is being worked on, will be done in the next few days LGG
  20. I'm posting again in case people missed this: I have an unofficial build of KEI here: https://github.com/linuxgurugamer/KSP-KEI/releases/tag/1.2.1.unofficial Recompiled with KSP 1.2.2 Check for null added, in case an experiment is missing the experimentID Config file added to list all excluded experiments Code added to read config file and check the loaded data for excluded experiments Old code removed which had hard-coded experiments for exclusion: SEP_SolarwindSpectrumSEP_CCIDscan @RealGecko liked my comment earlier and requested a PR on github, that was done 15 days ago. Nothing has been heard from @RealGecko since, he hasn't logged in either. This is NOT A FORK (yet), just a courtesy rebuild and recompile. Once @RealGecko comes back, I'll be removing it
  21. THIS MOD IS BEING DISCONTINUED DUE TO THE ORIGINAL MOD BEING AVAILABLE FOR 1.2 AGAIN You can get the official version here: https://github.com/KSP-RO/TestFlight/releases/tag/1.8.0.0.beta-1 This is a continuation of the excellent Test Flight mod by @Agathorn. Original thread is here: http://forum.kerbalspaceprogram.com/index.php?/topic/99043-113-testflight-v170-05-jul-2016-bring-flight-testing-to-ksp/&page=1 Download: https://spacedock.info/mod/1193 Source: https://github.com/linuxgurugamer/TestFlight License: CC-BY-NC-SA-4.0 Flight testing comes to KSP! TestFlight is an add-on for Kerbal Space Program that simulates the effect of increasing the reliability of your space hardware through flight testing. Wikipedia defines Flight Testing as: In a nutshell TestFlight is a persistent, parts based research and reliability program. Your parts start out with an inherent failure rate that might be quite high on some parts, and quite low on others. As you fly those parts, you gain flight data. If the parts fail, and they will, then one of many failure modes can occur, some that can be repaired and some that can't. Either way you will accumulate data from failures and repairs as well. All this data is transmitted back to your spaceport, and the next time you fly the same hardware it will have a lower failure rate based on how much flight data you collected in the previous flight. This happens on a per part basis, along with RealFuels integration so that if you use RealFuels to change the engine to a different config derivative, that derivative will be tracked as well.
  22. I have no idea why, just that when it's installed, it has lots of segfaults. It is very intrusive, and is probably trying to do something which this mod wasn't designed to do, but I have no idea what.
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