Jump to content

linuxgurugamer

Bug Hunter
  • Posts

    24,940
  • Joined

  • Last visited

Everything posted by linuxgurugamer

  1. Get me the Omicron info, I'll take care of it in a few minutes Make sure you just downlaoded the correct version, the correct info is in the .version file
  2. New release with support for more mods: 1.4.4: - Added patch for WildBlueIndustries - Added patch for USI Exploration - Added patch for NESDparts
  3. Glad I saw this, I'll add support for it in Take Command, will release later this evening
  4. New release: 0.2.5: Added Settings page Toolbar Functionality enabled/disabled enable/disable Menu popup on mouseover for toolbar button folders Enable/disable popup menu in Editor Configurable time for hover menus If popup menu in editor is disabled, then right-click on button brings it up Removed the Unblock All from the popup menu Added new button to Show Blocked window, "Unblock All" Fixed bug on "Show Unblock" window, where individual item could not be unblocked Changed display from internal partname to the parttitle on the "Show Blocked" window The settings page is accessed using the standard KSP settings page.
  5. So I have it done, but have a question for you @westamastaflash: I noticed that Timecontrol doesn't have an AVC .version file, and that you do set (by hand) the AssemblyVersion in the AssemblyInfo.cs. I've recently started adding a TextTemplate to my mods which automatically update the AssemblyVersion using info from the .version file. If you want, I could add it to this before I release it. All it means is that before doing a build for release, you will need to update the .version file with the correct version of the release. Let me know.
  6. Ok. Will try to get to it by this evening, been busy with my mods today.
  7. The JetWing has some collision issues, so it isn't working, I think the model may need to be reworked a bit I have the patch, so at least you can launch with it, and just need to board once launched. The other two are working. I'm going to wait a bit to see if any others pop up, then I'll release later this evening
  8. which means that when you are gone, people like myself who have no knowledge of them are left without anything, and can't even redistribute it. Especially for something like this, which as you say is easy to make, putting an ARR license is kind of overkill. It's your mod, and your choice, I think it's a selfish and bad choice. You could have gone with GPL, or CC-BY-NC, or any one of a number of other, easy to find licenses
  9. This! Definitely needed, and maybe some way to decide which of the dups to keep and use.
  10. It's confusing, but I'll leave it, unless @westamastaflash says it's a bug.
  11. New release: 1.4.3: - Patch added for BetterCrewAssignment - Fixed issue when a part has multiple external seats - Patch added for SXTContinued, for the Lark
  12. Thanks, I've amended it to the following: @PART[*]:HAS[@MODULE[TakeCommand]:NEEDS[BetterCrewAssignment]:HAS[~minimumCrew[0]]]:AFTER[TakeCommand] @TheKurgan and others who want to have some of the parts which have multiple seats built in, such as the EAS-316 "Meadowlark" Observation Pod in SXT Continued. I have it fixed and working with (for that part) one or two kerbals. Because MM can't know how many KerbalSeat modules are in a part, I need to code a patch for each part which has a built-in KerbalSeat. So, if you know of any other parts with built-in KerbalSeats, please let me know. I'll be releasing the next version with these patches this afternoon. I can't see the issue with the IVA you mention above.
  13. Just an FYI, I had to deal with two more duplicate nodes caused by SpaceY
  14. Bug report: SpaceY has a tech tree node for massiveRocketry, which conflicts with the Engineering Tech Tree. I'd do this on Github, but, I don't see a github repo: Fix is to add the following changes: File: 0_TechTree.cfg At line 30: @TechTree:FOR[SpaceY]:NEEDS[!ETT] At line 93: @TechTree:NEEDS[!CommunityTechTree&!ETT]:FOR[SpaceYtree]
  15. I can do that, I'll add it to the next KW release However, it would be very good if you could combine duplicate nodes. It really isn't easy for someone who isn't technical to remove the duplicate nodes themselves
  16. New release, bug fix: 0.2.4 Fixed problem with buttons which responded to right-clicks Removed log spam
  17. Ok. The problem is happening because the KerboKatz utilities are watching the toolbar in an old manner, which bypasses the new code in KSP: It's using this: public UnityAction onClick { get { return OnToolbar; } } private void OnToolbar() { if (Input.GetMouseButtonUp(1)) and is totally bypassing the KSP code. The KSP toolbar has the ability to pass through a right-click, I'll be sending a message to the author about this. Unfortunately, I can't really do anything about this. After extensive investigation, i found the problem. It was JC, not the Kerbokatz utilities. Will release new version in a few minutes
  18. ok. The 0.2.0 was when the toolbar functionality was added, which is causing the problem. No log needed, I've been able to replicate it Thanks
  19. Well, I need a log, but both of those are by the same author, and both use the same library. I'll take a look, but please try with the latest (0.2.3) released today. I'll add that to the settings I'm working on
  20. FYI, this is from someone else who had issues, may be a clue:
×
×
  • Create New...