Jump to content

linuxgurugamer

Bug Hunter
  • Posts

    24,935
  • Joined

  • Last visited

Everything posted by linuxgurugamer

  1. Ummm, define "low" temperatures. I don't know how cold things get in the game, not sure if it's worth it.
  2. People who call my house get a message saying to: "Press 1 to prove you are a human" Did you press 1?
  3. Boy, you are really a glutton for punishment. Assuming I can solve a license issue, I'll probably be merging Entropy into DangIt sometime in the future, and will then have options to be able to specify which, if any, module groups can and cannot have failures
  4. Not without using Reflection. But, I have some ideas, I'm going to try them this evening. If it works, I may send you a PR on Github
  5. refresh, it looks good to my local copy of CKAN. Sometimes you might need to exit and restart CKAN Here is the current metadata from CKAN: { "spec_version": 1, "identifier": "EditorExtensionsRedux", "name": "Editor Extensions Redux", "abstract": "Tweaks and features for the in-game vessel editor, e.g. alignment and symmetry aids. Now includes SelectRoot mod", "author": "linuxgurugamer", "license": "MIT", "resources": { "homepage": "http://forum.kerbalspaceprogram.com/index.php?/topic/127378-editor-extensions-redux", "spacedock": "https://spacedock.info/mod/48/Editor%20Extensions%20Redux", "repository": "https://github.com/linuxgurugamer/EditorExtensionsRedux", "x_screenshot": "https://spacedock.info/content/linuxgurugamer_179/Editor_Extensions_Redux/Editor_Extensions_Redux-1467509293.8271828.png" }, "version": "3.3.9", "ksp_version_min": "1.1.0", "ksp_version_max": "1.2.1", "download": "https://spacedock.info/mod/48/Editor%20Extensions%20Redux/download/3.3.9", "download_size": 61846, "download_hash": { "sha1": "EDF9B97E9AF0B2A7660C4BAA6911603D548F2BAE", "sha256": "FC41FCDAB5208BF185F4E6DFF85A46607B8B899A080E59F45A397B44AF0DF3C4" }, "download_content_type": "application/zip", "x_generated_by": "netkan" }
  6. @Angel-125 DangIt! uses the following code to get a list of all the resources in a part: leakables = new List<PartResource>(); But it doesn't seem to get the snacks which are controlled by the SnacksResourceSwitcher Any ideas? I just looked at the code, and I think I might know what's going on. DangIt gets the list early, probably before Snacks! has updated the partlist I'll have to think about this, not sure yet how to fix
  7. I tried load the craft file, but it has a part LOI??? Looks like it might be a hibernation module? I did find a small problem in exactly that area of the code, so, before I release it, could you try it out with this DLL: https://www.dropbox.com/s/d7a0qovfnjl5kds/EEXR-test.zip?dl=0 I do see your problem, actually not sure if I can do anything about it. But please confirm, while it may be a bit disorienting, once it reorients, it works correctly, correct? Edit: I think i got it, just updated zip, 8:47 AM Eastern. Please test
  8. Don't know if it's related, but I do see several NullRefs in the file, as well as 2 PartLoader errors. the PartLoader errors are for what appears to be depreciated parts, so if you aren't using them, you may want to delete them and notify the author. All of the part errors are in WildBlueIndustries directories, and there is a single NullReff in flight from the KSPAlternateResourcePanel. Another problem with WildBlue is an IndexOutOfRange exception ContractConfigurtor has an ArgumentException Finally, GravityTurn had an IsolatedStorageException. There were others as well. None of them appears to be an issue with KerbalLaunchFailure (KLF), but, sometimes unobvious things cause remote issues. A few questions: Was this a career game? Was the launch in progress? It appears that in the log file you switched from one vessel to another. If it happens again, I've created a debug build with debugging statements here: https://www.dropbox.com/s/jt44lki44ri8xnh/KerbalLaunchFailure-0.4.1-debug.zip?dl=0 All you need from the file is the DLL, copy it over the one in your save
  9. Umm... LOL Page is under construction, I fixed that. As you can tell, it was mostly a copy/paste for now I usually release on Sunday, but I'll see if I can get this out on Friday
  10. Ok, so, since I haven't heard from Coffeeman, I'm announcing that I will be taking this over, and have created a new thread per @Ippo's request here: Please move all discussions over there. @Ippo, feel free to ask this thread to be locked. Status Update: I just sent a second beta to @Elkram. He's done a great job testing for me. Once he gets back to me, I'll package it for for release. It will be on Spacedock as well as Github
  11. This is the thread for the new release of Dang It! Continued DANG IT! A random failures mod for KSP Install it using CKAN! CKAN is the awesome package manager for KSP. The new version for KSP 1.4.1 has new dependencies New Dependencies Click Through Blocker ToolbarController New Dependency added for version 0.7.20.5 SpaceTuxLibrary CKAN has been updated to install the dependencies, if needed. Or install manually. SpaceDock: http://spacedock.info/mod/1055/Dang It! Continued Source Code: https://github.com/linuxgurugamer/DangIt License: GPLv3 Donations gratefully accepted https://www.patreon.com/linuxgurugamer Having problems / questions? There's a WIKI! With explanations, troubleshooting, and... well nothing much really. INCOMPATIBLE WITH: Mod Effect FAR Control surfaces won't fail Procedural Parts Procedural tanks are not recognized What is this? It is a mod that will cause the parts on your ship to fail randomly, and you will need to repair them before you can use them again. Be careful... some failures might be relatively harmless, but others might seriously ruin your day. The more you use a part, the less reliable it will become: so don't be too throttle happy with those mainsails! This mod requires Module Manager to function: it will also target ANY part mod that you have installed. (As long as some conditions are respected) My thanks to @Coffeeman, who graciously gave me permission to merge his Entropy addon into this mod. The original thread for Entropy is here: What's changed in the latest update? 0.7.2 Updated ModuleManager to 2.7.3 Updated WheelMotor.cfg & Wheeltire.cfg, changed ModuleWheel to ModuleWheelBase Added WheelMotor Added WheelTire Fixed glow to work even when going EVA Added ability to enable or disable failure mode for each type of module Fixed bug where switching to vessel in flight wouldn't properly initialize the popup buttons Updated the Radial bay to only allow access if it is opens Added spare parts to cargo bays Added code so that any cargo bay with parts will have to be open before accessing the parts Added DeployableAntenna Removed requirement for the Community Resource Pack, but is still compatible with it Following are from Entropy, originally by @Coffeeman Added Parachutes Added Motors (Animations) Added Generators Added Solar Panels Added SRBs 0.7.0 Compatible with KSP 1.2.1 Added config file for the Snacks! parts Unfortunately at this point nothing is refunded for having bought upgrades to Kerbal Experience. Sorry! (You can hack your funds up, it's ok, you have my permission ) Credits The original mod was written by @Ippo A large amount of work was done by @Coffeeman Report a problem on the issue tracker
  12. That is correct. It's a leftover, nothing is in it at this time
  13. Try Part Wizard for that, it's another mod specifically for the editor
  14. OK. If you can, please ping me when you get it released. Thanks
  15. Module Manager dumps everything to a cache file, I think it is GameData/ModuleManager.Cachefile, it contains everything after all patches have been applied.
  16. I'm using the new class for settings: GameParameters.CustomParameterNode However, I need to call a function when the Accept button is pressed. How can I do that? Thanks in advance I think this is the way, please confirm: void Start() { GameEvents.OnGameSettingsApplied.Add(ReloadSettings); }
  17. @Angel-125 I'm working on updating Dang It!, and a tester is having a problem with Snacks. So, before I start digging, I saw that on SpaceDock, the version seems to be for 1.2 (unless you just forgot to update Spacedock), and the last version was released on 11/2 So, do you have a 1.2.1 version available?
  18. Interesting, i didn't see that in the thread. I just posted on the thread with a couple of suggestions. While not eager to take up another crazy mod, if he posts that he is stopping, I might take a crack at it So in a fresh install, it works for you?
  19. @aikixd I took a fast look at the code, and have the following suggestions: In FRMS_Core.cs, reflection is used to get the directory name of the executing assembly, at lines 389 & 449: stb_texture.LoadImage(System.IO.File.ReadAllBytes(Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "icons/tb_st_en.png"))); There is no need for this. it will start reading in the GameData directory, so change it to the following: stb_texture.LoadImage(System.IO.File.ReadAllBytes("FRMS/icons/tb_st_en.png")); Also, while I see that you did update the ToolbarWrapper code, the formatting is very different from what is currently provided, so I would suggest downloading a current version and changing ONLY the namespace, as suggested. Here is a link to the current wrapper code: https://github.com/blizzy78/ksp_toolbar/blob/master/Wrapper/ToolbarWrapper.cs
  20. Well, the last post from @aikixd was on Oct. 25: http://forum.kerbalspaceprogram.com/index.php?/topic/72605-110-flight-manager-for-reusable-stages-fmrs-x110-experimental/&do=findComment&comment=2822502 That is about 3 weeks ago. I understand your frustration, but, keep in mind that this is not a job for @aikixd nor myself. Real Life happens sometimes. I'm rather busy with updating other mods, but I'll look at it for about 5 minutes. Do you have ContractConfigurator installed? And if so, is it the latest versoin?
×
×
  • Create New...