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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Hi, I'm not sure what's going on, so any idea will help. This is a problem in my 1.0.2 AND 1.0.3 install Used to be that you could tweak things in Realchute such as the deployment altitude, atmo pressure, etc. I just noticed that I can't do that anymore. I have Realchute 1.3.2.3 installed Is anyone aware of any mods which might do this? I have a lot, so before I start listing everything, I'm hoping for a little direction. LGG
  2. It would be nice if, in the event that a stage is destroyed, that the windows says why it was destroyed. I'm trying to figure out if I need more parachutes, a heat shield or something else.
  3. I'm having a strange problem when using these and MechJeb. I use the Mechjeb Ascent Guidance computer, with Auto-warp set. Usually, I have to tell Mechjeb to stop at a specific stage or else it jettisons the fairing way too soon. What I saw was that Mechjeb does NOT autowarp until I manually jettison the fairing, then it works fine. I'm not sure where the problem is, I'll post this also in the Mechjeb thread. This is on 1.0.3, which I know it hasn't been updated for yet. But I think I've seen this on 1.0.2 as well.
  4. Take a look at this: http://forum.kerbalspaceprogram.com/threads/65365
  5. The following code will allow AutoPruner to prune the thermal parts, just put it into a file such as: thermal.prnl and run it: pruner -prune thermal.prnl File: # # Delete the new Squad radiators # Squad/Parts/Thermal
  6. I just installed the latest version (0.40 I think). and yes, i did install Git. I'm getting a lot of the following in the liquid.exe window: Use '--' to separate paths from revisions, like this: 'git <command> [<revision>...] -- [<file>...]' fatal: ambiguous argument 'HEAD': unknown revision or path not in the working tree. Use '--' to separate paths from revisions, like this: 'git <command> [<revision>...] -- [<file>...]' fatal: ambiguous argument 'HEAD': unknown revision or path not in the working tree. I tried deleting all the .git directories and restarting, but it continued. I have three saves here, it appears to only be in one save, but I'm not sure It does appear to be working, since I can see things in the browser Any ideas? Thanks in advance LGG
  7. Well, that does make sense, since when in cryo, they aren't doing anything to earn xp
  8. I've taken the liberty to set up 3 different zip files. While I think these are correct, you need to test them yourself. DeepSpaceExplorationVessels Pathfinder WildBlueIndustriesSA I saw you had a png file there in the Squad folder, I'm not sure what it is, and I'm not sure if you need to put it in that directory, I'd suggest you see if you can put it somewhere else. Hope this helps LGG
  9. Hi, The Netkan people contacted me. There is a problem with your two mods, in that they have conflicting/duplicated files (the Agencies dir and the WildBlueTools.dll). Because of this, you will need to do the following: Create a WildBlueIndustriesSA mod, containing the following: 1. Agencies & Flags 2. The WildBlueTools.dll 3. The following files: license.txt, MiniAVC.dll 4. I don't think you need the MiniAVC.xml file in the Pathfinder release, that is written by the miniavc.dll 5. I would suggest putting the WildBlueTools.dll into a directory called Plugins Once this is done, then: 1. Upload the SA mod to kerbalstuff 2. Upload both updated mods to kerbalstuff (the updated mods will have the Agencies and the other files removed) 3. Either let me know so I can modify the Pathfinder.netkan to add this new mod as a dependency, or you could do it 4. Write a netkan file for the Deep Space Exploration Vessels; this would be essentially be very similar ot the Pathfinder.netkan I'd also suggest moving the following files from the Deep Space Exploration Vessels into the Plugins directory: Cooldown.dll DSEVUtils.dll Overall, since you are putting multiple mods in a single master directory (WildBlueIndustries), it would be best if the WildBlueIndustries directory only contain other directories. This way each mod would be mostly self-contained. Let me know if you want any help. I'm going to be available on and off most of the day/week, so send me a PM if you want help or have questions LGG
  10. Just an FYI, I have Cygwin installed, and installed PAR-Packer, and was then able to easily make a windows executable out of the pruner.pl file. Free also. LGG
  11. I came across a problem where I had pruned some files, then went ahead and updated (via CKAN) the mod, then did an unprune operation. It just went ahead and overwrite the newer files. So I went ahead and modified the pruner.pl file with the following code : Around line 97, where it says: rename($file, $+{base}); replace that line with the following: if ( -e $+{base} ) { say "$+{base} exists" # Uncomment the following line if you want the .pruned file deleted # unlink $+{base}; } else { say "Unpruning $file..."; rename($file, $+{base}); } I deliberately did not add a check when doing the prune function, but it really should be there, if nothing else than to remove the old .pruned file before renaming the current file to .pruned. LGG
  12. Will ModuleManager be able to edit the RemoteTech_Settings.cfg file before RT reads it, once it's been created? Alternatively, could MM just totally replace the entire cfg file, or, if it doesn't exist, create it? Thanks
  13. Hi, Nice mod, have some rep. Two things: First, you left out a colon in the URL for this forum thread. You have the following on Kerbalstuff.com: http//forum.kerbalspaceprogram.com/threads/125901 Second, do you think you could get this added to CKAN? It's a fairly simple mod, and would make life easier to keep updated. Other than that, thanks for a nice simple mod. LGG - - - Updated - - - Think of it as some small mechanism pulling two large masses together. It will act like a pump, pulling a little at a time.
  14. Your welcome. Hopefully they will have done the merge by tomorrow morning and I'll be able to try it out. LGG
  15. Ok, it's done, I had to make a single line addition: "x_netkan_license_ok": true, - - - Updated - - - Yes. I called the file: Pathfinder.netkan LGG
  16. I'll do it now, here are the steps: 1. On Github, clone the NetKAN repository 2. Create a local clone using the git command 3. Add the file to the proper directory (NetKAN/NetKAN) 4. Add it to the repo: git add . 5. Commit it: git commit 6. Push it back to Github: git push you will need your github userid/password to do this 7. Once done, you need to get onto Github and create a pull request.
  17. It's easiest to just add it to NetKAN and watch the update, it only takes a couple of minutes. Let me know if you'd like me to do that for you. LGG
  18. Well, I've found that that little checkbox doesn't work all the time. One issue is your license: CC-BY-NC SA 4.0 Try changing it to CC-BY-NC-SA-4.0 - - - Updated - - - Also, I downloaded your mod, and was a bit confused by what was in there. I assume that the directory WildBlueIndustries is the mod itself, but what about the CommunityResourcePack directory? Are these files already in the CRP? Edit: Oh, I see. You just included it so to make it easy to download. This makes the netcan file pretty easy, let me know if you want some help with it. - - - Updated - - - Hi, I took the liberty to write this up for you: { "spec_version" : "v1.4", "identifier" : "Pathfinder", "$kref" : "#/ckan/kerbalstuff/933", "release_status" : "stable", "depends" : [ { "name": "CommunityResourcePack" }, { "name": "ModuleManager" } ], "install" : [ { "find" : "WildBlueIndustries", "install_to" : "GameData/WildBlueIndustries" } ] } This should work, you will need to add and merge it to the NetKAN repo. LGG
  19. It's on Kerbalstuff, but not yet in CKAN. I just checked the NetKAN repo, I don't see a file for this there yet. Looks like a really nice mod, I'll be checking it out soon. LGG
  20. This is a very nice mod, as well as the 2.5 meter version. I'd suggest that rather than have two different mods, why not combine them into a single mod with both parts/pods? This would make it easier to install and update. LGG
  21. I'd like to report a bug with this: The following file installed by the CraftHistory mod: { "NAME":"KerboKatzUtilities", "URL":"https://github.com/Xarun/KerboKatzUtilities", "DOWNLOAD":"https://github.com/Xarun/KerboKatzUtilities/releases", "GITHUB": { "USERNAME":"Xarun", "REPOSITORY":"https://github.com/Xarun/KerboKatzUtilities", "ALLOW_PRE_RELEASE":false, }, "CHANGE_LOG_URL":"https://github.com/Xarun/KerboKatzUtilities/blob/master/changelog.txt", "VERSION": { "MAJOR":1, "MINOR":2, "PATCH":6, "BUILD":0 }, "KSP_VERSION": { "MAJOR":1, "MINOR":0, "PATCH":2 }, "KSP_VERSION_MIN": { "MAJOR":1, "MINOR":0, "PATCH":0 }, "KSP_VERSION_MAX": { "MAJOR":1, "MINOR":0, "PATCH":2 } } gets reported at startup time as being that the mod was compiled for 1.0, not 1.0.2 I did report this as an issue on GitHub
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