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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. 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
  2. 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.
  3. 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
  4. 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.
  5. 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.
  6. 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
  7. 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
  8. ok, I'll take a look at it. Could you open an issue on Github about this? I'll have to look at the meadowlark config to understand what's going on Thanks
  9. Don't bother, it will need to be recompiled before testing. If @avivey doesn't get back, I may take a stab at it.
  10. Are you taking the mod over? and I assume you will recompile it first?
  11. You still have it listed as a pre-release on Github, so CKAN won't touch it. If it's stable,could you move it into a full release? There are a number of mods which depend on it and are currently uninstallable because of this Thanks
  12. If you upload them to SpaceDock, I'll make sure the CKAN files get generated correctly. These look (in the words of Tony the tiger) GRRRREEEAAAAAATTTTTTTT!!!!!!!!! Oh, and FYI, there are a number of single-part mods which do have their own thread.
  13. Reminds me of EVE Online, especially around the stations
  14. That looks like it would work. Let me know how it goes, if it does, I may just add that
  15. @westamastaflash I've recompiled it for 1.2.2, so far I haven't seen anything not working Would you like me to make a zip available for people?
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