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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. That will be difficult, the cfg files are generated from a script. Here is what I'll need to do a specific version for Galileo's planet pack: List of bodies, with a maximum deadline (in days) for each. Necessary because bodies further away take longer. For each body, the antenna needed for RemoteTech to work Once I have this, I should be able to generate a contract pack for you, but you are going to have to test it
  2. @steedcrugeon Looks like you have this on Spacedock, I'll get it in CKAN tomorrow
  3. Ok. If I need to make any changes I'll create a PR for you
  4. I'm starting to get together an updated list of all the texture packs which are available for this mod, and will be putting them all into a single Github repo so they won't be lost again. If you have any of the texture packs which are no longer available, please let me know and get them to me. I know that the packs made by @GreeningGalaxy are beautiful, but his server seems to have gone away; it looks like it was at a university, and classes ended for him. So, if you have any/all of his texture packs: GreeningGalaxy's Diverse Kerbal Lasses Serious Lasses Gothy Lasses Lass GIMP File Please get them to me. As soon as I start getting in packs which are unavailable, I'll get it up in Github and post a page with all the links. I know that many others aren't available. Please check your disks and send me them. Thanks
  5. So, correct me if I'm wrong: KSPRC is mainly a part/art mod, with other mods bundled together, correct? If so, and since I see that the original author hasn't been around since the middle of November, would anyone be interested in a simple repackaging of the mod, with all current dependencies included?
  6. yes, but that mod can't deal with the heat of reentry, at least not the way it is
  7. Something I'd like to see is along these lines: Ablative material can be added to any surface, and adds weight, the thicker the material, the more it weighs As it gets used, it slowly turns darker, and loses weight lighter Cannot be repaired, although a mechanism where a base could refurbish the vehicle would be nice In my opinion, the whole idea behind ablative materials is that they burn up and away, thereby taking the heat away as they vaporize. Some of the issues I see are: How to add ablative material to one side of a part only How to change the surface texture of a part to show the ablative material I would suspect that it would probably be easier to have a special procedural part which would be an ablator, and could be customized to the surface it is on. Is this doable at all?
  8. Something I'd like to see is along these lines: Ablative material can be added to any surface, color would probably be white, and adds weight As it gets used, it slowly turns darker, and turns lighter Cannot be repaired, although a mechanism where a base could refurbish the vehicle would be nice In my opinion, the whole idea behind ablative materials is that they burn up and away, thereby taking the heat away as they vaporize. Electrical charge is, IMHO, a cheat, but I'm not going to fault anyone who uses it. I won't, but that's fine. Some of the issues I see are: How to add ablative material to one side of a part only How to change the surface texture of a part to show the ablative material I would suspect that it would probably be easier to have a special procedural part which would be an ablator, and could be customized to the surface it is on.
  9. I have no idea, but given that he said that it won't be updated for 1.2.2, it may need to be recompiled for each version. I won't do a general release unless @westamastaflash says it's ok, sorry
  10. I just fixed that, you can now add an issue. And it's probably a simple fix, I should be able to fix it this weekend
  11. Oh, ok. You are in the mod filter page. Yes, that's probably what it means, but I need to fix that. Please send me your log file so I can see what's going on. Thanks
  12. first, please post a picture. Second, I'm not sure what you mean about a mod with a name; buttons don't have any names associated with them.
  13. among other things: You have a large number of exceptions in the log. Also, not all mods are updated ContractConfigurator is not current There is a gap of an hour in the log file, I don't know why, unless you started it and came back in an hour and you have so much in there, it's hard to figure out what's going on. You are going to have to make a clean install, add SXT and then the other mods, one or a few at a time until you find the problems. There is probably a conflict with another mod which is causing your problems
  14. You mentioned here that you are asking about the 1.1.x, but you pasted (yuck!) the entire log into this thread for 1.2.2 I'm not supporting the 1.1 version. Is the issue with your 1.1 or your 1.2 game? And PLEASE DO NOT PASTE THE ENTIRE LOG INTO THE THREAD!!!!! upload it to a file sharing site, put it in Dropbox, Google drive, etc.
  15. Well, yes, but if the seats can be used normally, then the mod should allow them to be used at launch. Which is why I need to look at it.
  16. To find your log file: Windows (32-bit): See {KSP}\KSP_Data\output_log.txt Windows (64-bit): See {KSP}\KSP_x64_Data\output_log.txt Mac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log. Aka Files>~/Library/Logs>Unity>Player.log Linux: See ~/.config/unity3d/Squad/Kerbal Space Program/Player.log
  17. Did you contact @Magion about it? Also, assuming he isn't going to continue, I'd suggest creating a new thread to discuss your fork. You also seem to be missing a number of config files
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