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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. No need, just roll over to the Patreon account (listed in the OP) if you want to provide support
  2. Thank you SO MUCH for getting back with the result and an answer. Too often we (modders) ask a question and get no feedback . I'm glad it's working fine for you now
  3. Received and merged, thanks ANNOUNCEMENT Released for 1.2.1: Available at: https://github.com/linuxgurugamer/VesselViewer/releases/tag/0.8.2 and: http://spacedock.info/mod/923/Vessel Viewer Continued Thanks to @dueb for doing most of the work. I've redone the config window to make it a little more understandable. comments are welcome
  4. Ok, PR is done, and after making some local changes for my build environment, it seems to be working ok in the IVA however, and maybe someone can answer this for me, when in the outside view, using the toolbar and ocnfig, I don't see it animated; the animation works fine in the IVA=. Before I go digging, can anyone confirm that in the outside view it should be this way, or should the animation also be active inthe outside view? Three cheers for @dueb for doing this Thanks Edit: Turned out to be a problem in the initial conversion to 1.1, fixed and working now. Will be releasing a beta soon
  5. Suggestions are always welcome, but I'm wondering if you even tried the mod? You can change the textures on the fly inside the VAB. I'd be happy to include more textures. Take a look in the directory: NSS\TextureSwitch to see what's already there. Thereare the following color textures: Gold;Anthracite;Blue;Orange;Red;Silver;White;Green Re. quixel suite, I assume you are talking about this: http://quixel.se/suite/
  6. Well, duh! All the contracts in that mod had crew requirements exactly as you mentioned, except for the first one which the user reported the problem on :-( Thanks for responding
  7. That may be a CC issue, I'll ask @nightingale. the reward will be fixed in the next release The problem is that the crew isn't specified, so any ship will work. Will fix today Fixed Unmanned Missions, get version 0.3.27: Added crew requirement for first unmanned to orbit and back This will only apply to new contract, not existing ones Released Rover Missions for 1.2.1
  8. Octosat is intended for near earth/kerbin orbit. that being said, I may add some way to scale it up using tweakscale
  9. New release: 0.1.3 Fixed bug where right-clicks were spawning parts in the editor Added code to update asssembly info with version updated toolbar icon
  10. Thank You I haven't had time, but if you do a PR, I'll see what else needs to be done, sound like it's mostly there
  11. Take a look at this mod I'm reviving, I wonder if the complement each other:
  12. It shouldn't do that, but I'll take a look at it this evening. Thanks for clarifying
  13. It already is named that way, I'll be getting it updated for 1.2.1 soon: http://spacedock.info/mod/52/Contract Pack: Rover Missions
  14. I've started a new thread for my continuation of this mod here, please move dicussion there:
  15. This is a continuation of the NSS/OctoSat-Soar mod originally started by @Nookos, original thread is here The original mod included an Airbus A300. It is incomplete, the wheels don't work, therefore I will NOT be including it in this. However, the Soar shuttle is mostly complete and working, so it will be included. But don't expect any model changes to it. Download from Spacedock: http://spacedock.info/mod/1074/OctoSat Continued License: CC BY-NC-SA 4.0 Download from Github: https://github.com/linuxgurugamer/NSS/releases Source code: https://github.com/linuxgurugamer/NSS Notice The Firespitter mod has been removed as a dependency The Selectable Data Transmitter has been removed as a dependency The InterStellarFuelswitch has been added as a dependency Donations gratefully accepted https://www.patreon.com/linuxgurugamer The current download includes up-to-date DLLs for the various mods To my mind, the real beauty of this mod comes from the satellite system, as shown below: Content: Video preview of version 0.5 by KottabosGames. Thank you sir. Features Texture Switch - 8 colours as shown above Remote tech support AntennaRange support AntennaRangeRelay contract pack support RealPlume support TweakScale support ScanSat support Stack Symmetry (2) Thanks to @Hexicube On the OctoSat Gargantuan Dish and OctoSat Side Dish: Adjusted packetInterval down, they were too low which resulted in too-high a transmission rate Adjusted packetResourceCost down Reverted the Garguantuan back to a standard antenna Added a Garguantuan Relay, which is heavier and uses more EC than the Garguantuan Adjusted the values for OctoSat Core Guidance Module to be inline with stock Adjusted values for OctoSat Side Guidance Module to be inline with stock Updated BahaSP component Known issues (if you have a fix thanks for sharing) It snaps on the node next to the one I want - No known fix - Workaround: Place it on the snapping node then Alt + LMB your module to copy it and place it on the desired node that will be easy to get now. Delete unwanted node Half core top module snaps on bottom module but doesn't stack properly. It seems to be due to the side nodes being on the top modules. - Workaround: Stack downwards. First an half core top module then half core bottom module. Antennae animation problem: doesn't extend when transmitting ( still looking for a fix) / No animation in VAB ( seems like stock don't either) The science modules don't register for contracts on satellite. See MM patch and more info here and in archive file. Texture switch works in VAB/SPH for shrouds but not ingame. Credits: BahaSP BDAnimationModules by @BahamutoD Firespitter by @Snjo ModuleManager by @sarbian/ @ialdabaoth Part Icon Fixer by @xEvilReeperx Thanks to the french speaking community for providing early feedback/help and great ideas. Installation: Delete previous version if you had one. Copy the content of GameData in your GameData folder You can remove folders to select what you want installed or not. There is no dependencies between the manufacturer. NSS for the Octosat, Airbus for the A300, S3 for SOAR Concept. License: CC BY-NC-SA 4.0
  16. Can you please get me a craft file which demonstrates this, which is as minimal as possible. A fully stock vessel would be best, that way I won't have to worry about other mods interfering. Log file of the same craft after a failure is also needed Thanks
  17. 0.1.6 released with support on Windows for both OpenGL and DirectX
  18. Then the DLLs aren't correct for what you have. I can't really help, but look around for 1.1.3 versions of those dlls
  19. Ok. Your shaders for Windows OpenGL aren't working, i'll have to rebuild them myself
  20. Not a bug. As it says in the OP: You are behind the times. Currently 34 released, + 2 contract packs, + 2 in active beta, + another in active development. Full list here: https://goo.gl/KxlgIC My goal is to encourage GameData obesity
  21. Ok, I got it and tested it. First time I tested, it worked ok. Then I changed a setting and restarted, and this time, for whateve reasons, they were ejected almost horizontally going forward. The ejections come out of the door, not the ejector. Try ejecting from a pod first, and then load the plane and try it again. Depending on where you are, I can see them impacting the ground, although when I tested on the runway, they both survived. Try it with a Mk1-2 pod and see what happens. If you want it to deploy faster (ie: instantly), change the deploy time in the cfg file, right now it's a 1/3 of a second There is something strange going on with this setup. After recovering the plane, I got the following errors in the log: NullReferenceException: Object reference not set to an instance of an object at Part.updateMirroring () [0x00000] in <filename unknown>:0 at Part.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at Part.updateMirroring () [0x00000] in <filename unknown>:0 at Part.Update () [0x00000] in <filename unknown>:0 And the log file you sent has lots of exceptions for Kerbal Alarm Clock (which I didn't load for this test) and BD Armory. I couldn't test without BDArmory since the plane has parts from it, but I did make a similar vessel and tested the same way, and didn't have a problem (after removing BDArmory) I can't help it if other mods are generating errors, and have no way to know how those errors can be affecting other parts of the system. Eliminate those errors from the log and I'll be happy to look at this again.
  22. Working on it Compiled for 1.2.1: https://github.com/linuxgurugamer/PartUtilities/releases/tag/beta-4 I have no way to test this, so if you have problems, please provide me with examples.
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