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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Without further ado: I present the first public BETA of the updated Kronal VesselViewer: https://www.dropbox.com/s/oan8e2dnehhut7j/KronalUtils.zip?dl=0 Due to the way that Unity has changed, I had to change some internals. Source is not yet uploaded, I still have some work to do before a final release. But as of now, I think I got all bugs squashed.
  2. Good news everyone. I have it working!!!!!!! I still have a couple of bugs to iron out, but they aren't dealbreakers, so I hope to get something out in the next few days. As Squad likes to say: Soon (tm)
  3. The kerbal ejects using the hatch. rotate the pod 180 degrees around the vertical Center of the pod, so that the hatch is pointing up instead of sideways. One way to tell is to eva a kerbal. he should be on the upper side of the pod
  4. It uses the angle of the hatch. Looks like the hatch is pointing to the right. Try rotating the pod 180 degrees
  5. @Dman979 One thing I noticed was that it appeared that you are using a very old toolbar wrapper. If that is the wrapper for the Blizzy toolbar, you need to update it, it has a bug.
  6. @Dman979 What's the problem you are having? I took a very quick look at the github, doesn't seem to be anything difficult.
  7. Not incompatible per se, but unaware of it. They don't work together, so it is conceivable that the same part can fail in each mod You can make a part reliable by adding a NoFailureModules, for example, look in the directory: DangIt/ModuleManager/Entropy/Ignores, one is as follows: @PART[KWsrbUllageLarge]:BEFORE[DangIt] { MODULE { name = NoFailureModules } } @PART[KWsrbUllage]:BEFORE[DangIt] { MODULE { name = NoFailureModules } } And yes, you could add more resources to the blacklist using a MM patch
  8. Thanks, I just deleted the version file. Please report issues here: https://github.com/linuxgurugamer/TestFlight/issues and please see my previous message, I updated it since the original post
  9. Public beta 2: https://www.dropbox.com/s/hnyw606bs75ufta/TestFlight-beta2.zip?dl=0 Please note: All Settings have been moved into the new KSP settings page. To access the settings for an active game, do the following, at any scene: Hit Esc Click the Settings button Click the Difficulty Options button Click the Test Flight button in the left column Following stock engines are not yet configured, and no mod engines are configured. To see what is configured, look at the file: Config.Squad_Engines.cfg: ionEngine turboJet JetEngine turboFanSize2 turboFanEngine smallRadialEngine liquidEngineMini toroidalAerospike microEngine radialEngineMini nuclearEngine SSME miniJetEngine omsEngine RAPIER Size2LFB Size3AdvancedEngine Size3EngineCluster sepMotor1 vernierEngine
  10. New release: 0.1.3: New animated models supplied by forum user @steedcrugeon Code added to control animations Drives can now stack
  11. I just found the problem I was having, hope to have another, public beta ready soon
  12. I know a great many people that use it still! My team uses it for taking orthographic renders of rockets for our manual. Any sort of update would be greatly appreciated, even if it's just a one-off update to 1.2.1 with no promise/expectations of further support after that. I believe that there are issues with the shaders. As people have said elsewhere, features like the blueprint backgrounds and stuff are unimportant. All that really matters is getting the orthographic projections working again, and to a slightly lesser extent the exploded stage views. I did look at this a while ago, but didn't have time. I'll take a look this evening. I'm going to guess that the changes won't be that different than what VesselViewer had
  13. It rotates around the attach point used to attach it to the parent. If it is the parent, then it rotates around the center.
  14. How are you rotating the part, using the Rotate Gizmo or the Fine Adjust? Shouldn't matter. It rotates around the attach point The keys to change the symmetry count (the 1R above) is the X key, standard key for KSP. The key to change the amount of the snap (the 15 above) is the C key, also standard key for KSP. To change what snap values are available, move your mouse over the EEX toolbar button, and then select Settings, then in the settings window select Angle Snap
  15. What mod? I'm not the author or maintainer for this, but, first, look at the existing configs, and second, read the post I did above in which I documented TweakScale (to the best of my ability). Beyond that, I suppose that knowing what mod you are talking about would be helpful
  16. Entropy was merely additional failure modules for additional types of parts I'm currently in the process of getting TestFlight working again. There is no need to add yet another type of failure mod. If anything, I'll be looking to merge TestFlight and DangIt!, but, DangIt is a simpler mod, both in concept and in implementation
  17. Not this version, use one compiled for 1.1.3
  18. New version: 0.7.7 Changed minimum value for alarm from 1 to 0 Recompiled to fix issue of sound restarting when coming back from map view
  19. I need to fix one bug, will then release a beta. Rather busy with all the mods I deal with
  20. In what way? Do you have something that isn't working? We need a little more information to help you
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