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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. I just figured out that the reason that all of my ships weren't loading in the VAB was due to this mod hiding ships which are unloadable. So I make it show the unloadable craft, and now they are all showing. Of course, most of them are unloadable. But I don't know why. Is there a way to have it show the reasons it is unloadable? I assume it is missing parts due to uninstalled mods, but I don't know which ones. Thanks in advance LGG - - - Updated - - - This appears to be an AVC problem. The version file installed by CKAN is correct, I'm going to report this to the AVC author
  2. To fix this problem until they fix the mod, add the following to a .cfg file in the GameData directory. This is a ModuleManager patch to put the correct value in place: // Fix a bug in KWRocketry @PART[KWSASmodule3mHalf] { @TechRequired = specializedControl }
  3. Is it a good idea to delete the Legacy folder if I'm starting a new game/career? or are there parts in there which are needed? Thanks in advance LGG
  4. Sorry to give you so much work, and a big thank you for doing so. I just got home from the hospital, hope to have a release out soon. LGG - - - Updated - - - New version released: https://kerbalstuff.com/mod/929/EVA%20Handrails%20Pack%20Continued License: CC BY-NC-SA 3.0 (original mod) and CC-BY-ND
  5. I got approval from the moderators on how to distribute this. So I'll be releasing it on Friday, I think, when I get home from the hospital
  6. What Roverdude said. How did you install it? CKAN or manual install? CKAN should have done the right thing, but if you do it manually, it is possible to put it in the wrong directory. - - - Updated - - - Ummm, check the license of the mods you have patches for. If they are CC-BY-ND, then technically you can't even distribute patches for them, according to the license. Sadly, I know this because I just finished discussing this with the moderators, and this was the consensus. LGG
  7. You need to change one of the lines: @PART[EVA?handrail?curved?2mR] should be: @PART[EVA?handrail?2mR] LGG - - - Updated - - - I asked for clarification from the moderators about the license. I had thought that I could release a standalone ModuleManager patch. Apparently not, I'm not going to get into the details (it was rather lengthly) So, unless I hear from Krasimir, I won't be able to release anything. Sorry Linuxgurugamer
  8. If you would like this to be released with the new parts and compatible with 1.0.2, please contact the original author: Krasimir and ask that he give me permission to release it. Unfortunately, he has it under the CC-BY-ND which means "no derivative works", so I need his permission to proceed with this release. LinuxGuruGamer
  9. Put it in a cfg file anywhere, either in the GameData directory or the mod directory itself - - - Updated - - - Just an FYI for all of you, I'm going to be releasing an updated version of this for 1.0.2 soon. Right now, the update will simply be Kerbas_ad_astra's patch merged in. Before I do this, I'm waiting for replies to messages I sent to Kerbas and kasimier Edit: I'm also adding in some longer parts: Handle type1a, 2x as long Handrail 3mR curved, for 3 meter tanks handrail type1a, 2x as long handrail type2a, 2x as long Let me know if you want other sizes.
  10. Thank you for posting that. I uploaded an update today; the previous code wasn't working. I'm hoping to create some slightly modified models by welding some parts together; I'd like them to look more sciencey. suggestions are welcome
  11. Well, I found my problem. Turns out that I had two apparently incompatible modules there, the ModuleScienceExperiment and the ModuleScienceLab. Once I commented out the ModuleScienceExperiment, things started working again: // The following two modules don't work together MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceLab containerModuleIndex = 0 // dataTransmissionBoost = 1.5 dataStorage = 250 crewsRequired = 1 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 5 SurfaceBonus = 0.1 ContextBonus = 0.25 homeworldMultiplier = 0.1 RESOURCE_PROCESS { name = ElectricCharge amount = 10 } } Hope this helps someone in the same situation.
  12. Hi, I don't have much time, but I'm hoping that someone might be able to point me in the right direction. I'm working on modding some parts for the Better Science Labs Continued. I just found that when I right-click on one of my modded parts, the right-click menu doesn't show up, and then never shows up for anything else until I go back to the VAB. There aren't any errors in the log. I realize this isn't a lot of info, but I don't really have much. Can anyone give me a suggestion as to what I might need to check? Thanks in advance. LGG
  13. Hee hee. 98 mods on Windows and Linux, not so many on OS X LGG
  14. Ok. New release is up, and I've added it to CKAN, so it should be there soon
  15. Yes. You use the G key to grab, and then to use the tool in your hand to attach parts, use the X key
  16. is it possible to have it look at an existing installation and try to figure out what mods are installed? Also, do you have any sort of database of mod URLs?
  17. I don't really know what the SurfaceBonus, ContextBonux & homeworldMultiplier do, you will need to test to be sure it does what you want. Other than that, I haven't seen any problems
  18. Please head over to my release thread for Better Science Labs Continued for any more discussion on this.
  19. I'm still figuring out the snack probe, thanks for that. I'll add the license to the first post in 5 minutes, thanks for the heads-up. This is a WIP, so all constructive comments are extremely welcome. LGG - - - Updated - - - Is this the correct syntax: PART:NEEDS[Firespitter] { ....
  20. Would you like an enlarged cargo bay? It's not difficult to do, I could whip up a few different variations on the length pretty quickly. It's actually only copying a cfg file and changing 2 lines. If so, just PM me. I can either do it as a new mod, or just get the files to you. I just looked at OPT. I'm not sure it's necessary to make an enlarged bay, you can simply stack multiple bays on top of each other. A shorter one may be desired, however.
  21. I've forked an old project called Better Science labs. I'm adding extra labs which don't exist. You can find it here: http://spacedock.info/mod/45/Better%20Science%20Labs%20Continued IMPORTANT INSTALLATION INSTRUCTIONS for 1.7 and later In 1.7, the Mk1-2 pod has been deprecated, moved into the zDeprecated directory, and are not directly accessible during loading. To address this, I've provided a pair of scripts, one to be used on Windows and the other to be used on both Linux & OSX. These only need to be run one time Windows Instructions Open the BetterScienceLabsContinued folder in Windows Explorer Double-click on the file Windows_CopyTextures.bat (note that on most systems, you won't see the .bat) Linux & OSX Desktop Instructions Open the BetterScienceLabsContinued folder Desktop Double-click on the file: BashCopyTextures.sh Linux & OSX Terminal Instructions Change to the GameData/BetterScienceLabsContinued directory Type the following: bash BashCopyTextures.sh Currently it has the following new labs: Crew Cabin Science MPL-CC-2, same size as the hitchkiker MK 2 Crewed Lab MPL-MK2-2, same length as the Large Crewed Lab, but in a Mk 2 shape Mobile Processing Lab MPL-mk2-LC-2, same size as the Mk 2 Lander Can Mobile Processing Lab MPL-Mk1-2-2, same size and shape as the Mk 1-2 command pod S.N.A.C.K Retrieval Probe SRP-01 For the Firespitter mod: Mobile Processing Lab MLS-FS-2, same size as the Firespitter crew fuselage For the HGR mod: Mobile Processing Lab MPL-ON-2, same size as the Onion Command pod For the OPT mod: J Mobile Lab LP3, short version, 1/2 the length of the supplied lab LP3 FYI, the OPT lab will be released later today (Friday, 6/12) Donations gratefully accepted: https://www.patreon.com/linuxgurugamer http://i.imgur.com/5MVNRM7.png All original licenses apply: all configs and documentation licensed MIT: http://opensource.org/licenses/MIT by Cychotha B9 Aerospace models and textures licensed Creative Commons (CC BY-NC-SA 3.0): https://creativecommons.org/licenses/by-nc-sa/3.0/ by bac9 et.al. available at http://forum.kerbalspaceprogram.com/threads/92630-0-24-2-B9-Aerospace-Release-5
  22. I've made a modification of the current OPT lab, it's 1/2 the length of the regular one. I hope to get it uploaded later today. The MKIV mod is not ready yet, so I'm not going to do anything with that until it is released.
  23. Thank you. Take a look at my latest mod: Better Science Labs Continued Adds missing science labs. I'm still working on the balance
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