Jump to content

linuxgurugamer

Bug Hunter
  • Posts

    24,950
  • Joined

  • Last visited

Everything posted by linuxgurugamer

  1. @tomek.piotrowski I've written a mod called SelectableDataTransmitter, which is being used in the Octosat mod on two antennas. This mod allows an antenna to switch between DIRECT and RELAY mode. It's been brought to my attention that this is not really compatible with RT. @ICirceI posted a patch which removed it. Is there any way to have RT be able to use this, or at least emulate it? ise ethere are two ranges, Mode0DishRange and Mode1DishRange, could these be used for it? Thanks
  2. Sure. It's actually much easier than you think, because if you use the builtin settings class, you have very little coding to do. The following mods are ones that I maintain, extend, etc, and use this: Look for the following text: GameParameters.CustomParameterNode DangIt! KerballaunchFailure TestFlight VesselViewer Also, read the following, search for "Mod integration into Stock Settings:
  3. When I posted that, I had just successfully downloaded it via CKAN. If you didn't refresh, it won't see it
  4. Unfortunately, the way it used to work depended on the way KSP dealt with EVA fuel. That has totally changed.
  5. I'm working on bring forward the functionality of the old EVAManager mod. Specifically, the EVA Propellent. I haven't figured out any way to stop the auto-loading of EVA Propellent. What I've done for now is to simply bypass it, and after the kerbal goes EVA I update the values on both the Kerbal and the vessel. But the message is still posted that 5 units of EVA Propellent are loaded. So, the best way would be to intercept the automatic loading. Alternatively, if I could just prevent that message from displaying, I could just continue to work around it. Thanks in advance
  6. CKAN will be done when a typo in the files are fixed. I'll post when it's submitted, will be available via CKAN within a day or so after that
  7. Understood. Let me know when you've repackaged it in the layout I suggested. One thing I didn't mention, if you could add a .version file in the FlyingWing directory, that would be great.
  8. I used to run on Linux, but the development tools are better for this on Windows.
  9. Would you consider putting the EvaFuelSettings into a config window, so rather than editing a file, it could be done in-game? Would also allow a per-game setting
  10. Done, will get accepted in the next day or so. Thanks. The FOR and AFTER also work on directory names I'll be in touch regarding the patches for the antennas in the mods I'm supporting.
  11. CKAN file is independent of your mod, I'll take care of that Re. the antennas, I maintain a few mods with antennas, I want to make patch for them which will make those antennas compatible with this mod.
  12. I'm working on bringing that back
  13. Sometime in the next 3 hours Just forced an update, it's there on CKAN now
  14. Those parts were supposed to have been included. I'll add the cfg right now, and later will redo it adding the actual parts files Thanks New release: 3.1.1.1 Added missing cfg file for new parts @StarRider This should fix it
  15. While not my area of play, much Kudos to you for doing such a great job!
  16. The version numbering system is messed up on Spacedock. You went up to 1.13 and then switched to 1.2.1 (etc) and the 13 comes before 2. @flywlyx I'm fixing it on CKAN, please be more careful in the future with your version, or, if you do make a mistake, notify the CKan people so we can fix it.
  17. Very....interesting??? anyway, the file is badly laid out, somewhat confusing. I'd like to suggest that you use the following directory layout, this is pretty much what most mods use: Top level directory: GameData-> FlyingWing-> Parts/ ReadMe License (missing in current file) Screen 4.png (is this necessary in the download?) Screen 3.png (also, is this necessary?) Ships-> SPH-> FlyingWingRef.craft
  18. Well, that's probably your problem, new mods being released usually are only for the current version. So maybe adding 1.2.2 as compatible would make it work for you
  19. You have something wrong. I just downloaded the Feline rover info for CKAN, it has no conflicts with anything, and given it's so new, nothing can have yet added any conflicts with it. Do you have the latest CKAN installed? what version of KSP are you installing to?
  20. Nope. Do you have Mission Controller 2 installed? If so, it conflicts with KEI as well
  21. One more: 0.2.11.4 https://github.com/linuxgurugamer/JanitorsCloset/releases/tag/0.2.11.4 Fixed nullref when no toolbars defined, this happend when changing scenes Added checks for empty file name when saving & loading blacklist file Added Debug mode (spams log file), turn on/off in the settings
  22. Regarding this exception: When you exit the game, do you exit through the menus, or are you exiting by clicking the "X"?
×
×
  • Create New...