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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Ok, both PicoPort AND PicoPort4AllSizes (thanks @Errol) have been submitted to CKAN. @Errol You can double -check that I copied it properly, it's on Github: https://github.com/linuxgurugamer/PicoPort4AllSizes/releases
  2. @steedcrugeon Amazing how such a small part is taking on a life of it's own. @Errol I don't understand why you are having them unlock one tech earlier, but I think you did a great job. Will leave it up to @steedcrugeon as to whether to include this, make it optional, or possibly have it as a separate patch file which can be installed separately. @steedcrugeon if you want # 3, let me know, I can package it up so CKAN will install it properly.
  3. Is there an option to disable the KerboKatz toolbar? There seems to be some interference with The Janitor's Closet toolbar code, it would be nice to be able to just disable this functionality
  4. Nothing needed, if it works as a docking port, that's all it will need. This module will work if there is an animation. To see how it will work, install the TweakableEverything mod, cause I'm just going to make a customized version of the docking module dll there and give it a different name.
  5. I may do a custom dll for this, the problem with the TweakableEverything is that it will affect all docking ports, and that may not be desired.
  6. Log file please, and, if possible, could you show a short video of the problem? I'll add a feature request re. the reset button
  7. On another issue, I am going to need to include a single DLL in a netkan for LLL from TweakableEverything. That's easy enough, but how do I make it so that when LLL is installed, it will only include the single dll from TE, and not interfere when TE is fully installed? is this even possible?
  8. Regarding @BlackHat's comment, how about a local file which holds a blacklist of mods the user isn't interested in?
  9. I'm not going to get to this until later, if you can confirm that it fixes it, then I'll add the dll from TweakableEVerything to the download (and in CKAN as well)
  10. Not sure, but TweakableEverything has a section for docking ports. I'll have to look, but suspect it would solve the problem.
  11. I've made an enhancement request to keep track of it. In the meantime, why not try Janitor's Closet? Latest version is here: https://github.com/linuxgurugamer/JanitorsCloset/releases/tag/0.2.11.5 This version is a beta, but it's only bug fixes, and I expect to release this as a full release in a day or so. It is also available in CKAN
  12. Yes, it's a lot of work, with the potential for lots of bugs. I'm maintaining this mod, along with about 46 other mods. If someone wants to jump in and contribute, that would be great. In the meantime, I am working on other stuff, and am just doing bugfixes for now
  13. No failures are simulated while the vessel is unloaded. That's just the way it was coded. Thanks to a report by @EugeneButrik about performance issues with a large ship, I just released an update: 0.7.8 Added code to prevent the ResetShipGlow from being executed every fixed update
  14. The PicoPort uses the Size0 as it's attachment node size (it is the smallest the game supports. Have you tried a Size1 to see if that changes the attachment node size? or just use TweakScale
  15. I wonder if it might be because FAR is adding lift to the vessel, even while landing? That would have the result of making the wheels bouncier
  16. Ok. I was able to fix the DS_Store and MACOSX issue in the netkan, so don't worry about that. But I'll cancel the netkan for now, just let me konw when it's read. If you want help, PM me
  17. Due to the issues this mod is causing, I'm marking it as incompatible with both HullcamVDS and Kronal Vessel Viewer. While investigating, I am getting a continuous series of NullRefs in the mod, even with both of the above mentioned mods removed. NullReferenceException: Object reference not set to an instance of an object at KERBALISM.Configure.configure () [0x00000] in <filename unknown>:0 at KERBALISM.Configure.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at KERBALISM.Configure.configure () [0x00000] in <filename unknown>:0 at KERBALISM.Configure.OnGUI () [0x00000] in <filename unknown>:0
  18. This is the best I could think of: I think all you need is this: @PART[HeatShield2b]:CLONE[HeatShield2] { @rescaleFactor = 1.5 }
  19. I'm going to mark Kerbalism as incompatible with this mod. It's doing very strange things, and it's Kerbalism which needs to be fixed.
  20. Kerbalism is causing errors in HullcamVDS, in a very strange way. I temporarily fixed them, and am seeing errors from Kerbalism only in the configure area. Log file: https://www.dropbox.com/s/yebdz2rq7s5ks4p/kerbalismErrors.zip?dl=0 Error fragment: (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at KERBALISM.Configure.configure () [0x00000] in <filename unknown>:0 at KERBALISM.Configure.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at KERBALISM.Configure.configure () [0x00000] in <filename unknown>:0 at KERBALISM.Configure.OnGUI () [0x00000] in <filename unknown>:0 Somehow it's (among other things) causing a function in Hullcam to be called in an inappropriate manner. Edit: I only took a brief look, but it seems that Kerbalism is trying to initialize/configure ALL modules that it finds. This is VERY intrusive, which is the intent, and if not done properly, causes issues.
  21. You aren't repeating an issue, thank you for the report, and I'll get it fixed.
  22. So, I just installed Hullcam and Kerbalism. And, even without any cameras (I used an existing game), it immediately gave the errors. It is definitely Kerbalism causing the problem, I just don't know what yet.
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