Jump to content

linuxgurugamer

Bug Hunter
  • Posts

    24,896
  • Joined

  • Last visited

Everything posted by linuxgurugamer

  1. It's a problem in Dynamic_Controls. I posted in that forum about this
  2. @Crzyrndm I got a report about NullReference exceptions from someone who is using KWRedux, FAR and DynamicDeflection. The nulls are in the Dynamic_Controls. I'm copying the post below. They did include a log file.
  3. Sorry, I wasn't aware that 1.1.2 had been released. When I uploaded to SD, I didn't see the 1.1.2, so SD auto-updated the compatibility. Updated for 1.1.2 and fixed, please download again. Due to the way this mod works inside the game, I had to add the version check, and if not a compatible version, it doesn't load by design.
  4. That's great news. I'll look at those, but since this is only a part mod, I don't see how it could be here. Please contact the authors of the other mods about this
  5. I'm the new maintainer, the one by hab136 was an interm build. What I released was supposed to be identical, it was simply a release so that I knew I could build/release a valid version. So the fact that they both have the same problems is expected. Thanks for the parts and the textures, I'll get them incorporated and released.
  6. Thanks for updating the code. No problem about the commented-out code, I just didn't know if I was looking at the right link or not
  7. Can you update the source? I took a quick look on Github, and most of it is commented out, nothing is newer than March 20
  8. yes The files are simple text files, feel free to send suggestions. I'll look into the language select screen
  9. No need, the problem is with the toolbar I'm going to do a quick release to catch toolbar errors, it will take about 15 minutes Oops, it's a bug, I found it Updated on Spacedock and Github
  10. How did you install this? Logs would be helpful. Are you clicking the stock toolbar (bottom of screen) or Blizzy's toolbar? What's supposed to happen is an initial dialog which asks which language type you want should be displayed. If it's not displaying, then something is wrong.
  11. Fixed, thanks for the reports. Updated both on Spacedock and Github Note that when I did the initial update, Spacedock had not yet been updated for 1.1.1, so I was unable to mark it as compatible. It now is Fixed and updated Fixed and updated
  12. I don't keep track of it but i can include an API to get you the number. That would be useful. Let me know when it's available Thanks
  13. @SpaceTiger Is there/will there be a way to know how many revisions of a craft file there are? In other words, do you keep track of how many times the craft is saved? I'd be interested in getting that info if it was available for a mod I'm writing to name vessels automatically, would be nice to have the revision number in the vessel name Also, do you have an ETA for a 1.1 release? Thanks
  14. I'm shutting down for the week, I'll be back online on Sunday. I understand what you want. I'm not sure if it's doable right now, but I'll take a look on Sunday to see what I can do. The whole EEX isn't really that big, if you don't want the rest working, either don't use it or change the config to keycodes which are meaningless done, thanks
  15. Why? It doesn't do anything if you don't use it. Sometime in the future I'll probably add an option to disable it, but the size of the code is minimal and it goes with the rest of the editor -------------------------------------------------------- IMPORTANT NOTE: KSP 1.1.1 was just released, I had to release an update of EEx, the old version would not work. CKAN is still downloading the old version, until it updates, please download the latest (version 3.2.3) directly from spacedock or github.
  16. Huh? What are you talking about? This is for 1.1
  17. I'll fix that, but here is the link: http://spacedock.info/mod/52/Contract%20Pack:%20Rover%20Missions
  18. I've released this, it's called 0PIF_4_Stock, and when installed, will also install animated couplers and the main 0PIF directory. Working on the CKAN info now The patch is available here: http://spacedock.info/mod/616/Zero%20Point%20Inline%20Fairings%20for%20Stock
  19. Ok. I found the patch, please take a quick look at this and confirm it is correct: @PART[0Pfairing*]:HAS[@MODULE[ModuleDecouple]]:NEEDS[AnimatedDecouplers] { @MODULE[ModuleDecouple],* { @name = ModuleAnimatedDecoupler } MODULE { name = ModuleCargoBay DeployModuleIndex = 1 closedPosition = 0 lookupCenter = 0,2,0 lookupRadius = 3.5 } MODULE { name = ModuleCargoBay DeployModuleIndex = 4 closedPosition = 0 lookupCenter = 0,3,0 lookupRadius = 4 } MODULE { name = ModuleCargoBay DeployModuleIndex = 7 closedPosition = 0 lookupCenter = 0,4,0 lookupRadius = 5 } MODULE { name = ModuleCargoBay DeployModuleIndex = 10 closedPosition = 0 lookupCenter = 0,5,0 lookupRadius = 6 } } The netkan file is pretty easy to do. Thanks
×
×
  • Create New...