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KSP2 Release Notes
Everything posted by linuxgurugamer
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[1.1] RemoteTech v1.6.10 [2016-04-12]
linuxgurugamer replied to Peppie23's topic in KSP1 Mod Releases
So it seems that a mod which will keep a satellite in a specific orbit is needed. Any volunteers? -
your record for module manager patches,
linuxgurugamer replied to hawkinator's topic in KSP1 Discussion
Which thermometer mod, the one which disables the stock heat one with the memory leak? -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
linuxgurugamer replied to girka2k's topic in KSP1 Mod Releases
OK, thanks And a big thanks for maintaining the mod LGG -
[1.1] RemoteTech v1.6.10 [2016-04-12]
linuxgurugamer replied to Peppie23's topic in KSP1 Mod Releases
I launch my networks using a rocket with 4 satellites on top. I cover them with a fairing to keep it aerodynamic, and jettison when I get about 50-60 km high I use an upside down quad connector, with decouplers for each satellite. Works quite well. I usually put the rocket in a somewhat lower orbit, and then use the 2 ant engines on the satellites to raise and then circularize the orbits. Lots of dv on the satellites, even though they only have an oscar tank However, I agree about it being tedious after the first few. You could use MechJeb to remove some of the tedium of the initial orbiting, but I wish there was a way to circularize the orbit at the exact correct altitude, once you get it "close enough". I've sent a message to the author of Hyperedit, since this seems to be a variation on what it can do. LGG -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
linuxgurugamer replied to girka2k's topic in KSP1 Mod Releases
I did, and it did. The only point I'm making is that when something fails, a popup saying that it failed, and, if possible, giving a clue to what was wrong would be nice. thanks -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
linuxgurugamer replied to KospY's topic in KSP1 Mod Releases
Thank you. I did read the guide, but some of it wasn't obvious. Actually, I just looked again, the winch is not in the KIS manual at all. And please tell me where the manual for KAS is? I think the part is just too big to fit. So correct me if I'm wrong: To move a large part which doesn't fit into a container, I would need to first do the following: 1. Attach a winch to the destination vehicle, close to where you want to attach it 2. Attaching a connector port to the part to be moved 3. Use the winch to connect to the part 4. Detach the part 5. Winch it in to the destination 6. Go to the destination 7. Attach the part 8. Detach the winch 7 & 8 are probably interchangable This is not documented anywhere that I can see, and doesn't make any sense, compared to the way it used to be. Don't get me wrong, I think the mods are fantastic, but these steps (maybe some examples suggested by people in this forum) would be useful. So, putting myself forward, I'd be willing to compile a list of steps/videoes to demonstrate the various non-obvious ways of how to do things in these mods. Any offers of examples/videos? LGG -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
linuxgurugamer replied to KospY's topic in KSP1 Mod Releases
I'm trying out the new KAS/KIS for the first time. In 0.90, I was able to disconnect an antenna from a ship and carry it on my back to another ship where I was able to mount it. However, I can't seem to be able to do that with the new release. I am able to use the electric screwdriver to disconnect the antenna (it's the 1 ton dish, Reflectron KR-14), but it just drifts away. I've tried attaching it to the back of the kerbal, and while it snaps to the kerbel, when I try to attach it, it just drifts away. I then tried attaching a winch cable to it. I was able to grab the winch, but can't seem to figure out how to attach it. What am I doing wrong? and yes, I was using an Engineer to do this (Bill, I think) Thanks in advance -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
linuxgurugamer replied to girka2k's topic in KSP1 Mod Releases
that's very interesting. The file I downloaded was: UbioWeldContinued-2.1.3.zip Yet when I looked at the UbioWeldingLtd.version, it said 2.1.2 But the changelog said 2.1.3, 5/27/2015 - - - Updated - - - Ok. Here is a link to the log file: https://drive.google.com/file/d/0Bzid7e3pW1k7VkRleDZGR3ZIZVU/view?usp=sharing I also have a craft file in there, this was the subassembly I was adding to a single girder and trying to weld together I realized that the assembly I'm trying to weld contains (among other things): 7 animated antennas 4 Infernal Robotics joints 2 Infernal Robotics extension arms 2 ant engines So before you jump all over me, I do realize that this is actually not a good item to weld. But, it may have shown an error, see below: I think what you are looking for is this fragment of the log: [LOG 18:36:26.529] [WeldingTool] | MuMechToggle - newValue - presetPositionsSerialized = 0 [EXC 18:36:26.530] FormatException: Unknown char: | System.Double.Parse (System.String s, NumberStyles style, IFormatProvider provider) System.Single.Parse (System.String s) UbioWeldingLtd.ModuleMerger.mergeModuleFloatValues (System.String newModuleName, .ConfigNode newModule, .ConfigNode existingNewModule, System.String ModuleAttribute, Boolean advancedDebugging) UbioWeldingLtd.ModuleMerger.mergeModuleAttributes (System.String newModuleName, .ConfigNode newModule, .ConfigNode existingNewModule, Boolean advancedDebugging) UbioWeldingLtd.ModuleMerger.mergeModules (System.String partname, .UrlConfig configuration, System.Collections.Generic.List`1 modulelist, Boolean advancedDebugging) UbioWeldingLtd.Welder.weldThisPart (.Part newpart) UbioWeldingLtd.UbioZurWeldingLtd.weldPart (.Part partToWeld) UbioWeldingLtd.UbioZurWeldingLtd.OnMainWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [LOG 18:36:31.467] saved [LOG 18:36:31.467] Saving FAR Data -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
linuxgurugamer replied to KospY's topic in KSP1 Mod Releases
It's there now, i just installed it. -
What version of Linux are you running? Is it fully updated? Assuming the directory is what is listed, what is the output of the following commands: ls -l [COLOR=#333333]/home/george/.local/share/Steam/steamapps/common/Kerbal\ Space\ Program/KSP_Data/Mono/x86_64/GameData/GCMonitor/getRSS_x64.so [/COLOR]ls -ld [COLOR=#333333]/home/george/.local/share/Steam/steamapps/common/Kerbal\ Space\ Program/KSP_Data/Mono/x86_64/GameData/GCMonitor [/COLOR]ls -ld [COLOR=#333333]/home/george/.local/share/Steam/steamapps/common/Kerbal\ Space\ Program/KSP_Data/Mono/x86_64/GameData [/COLOR]ls -ld [COLOR=#333333]/home/george/.local/share/Steam/steamapps/common/Kerbal\ Space\ Program/KSP_Data/Mono/x86_64 [/COLOR]ls -ld [COLOR=#333333]/home/george/.local/share/Steam/steamapps/common/Kerbal\ Space\ Program/KSP_Data/Mono [/COLOR]ls -ld [COLOR=#333333]/home/george/.local/share/Steam/steamapps/common/Kerbal\ Space\ Program/KSP_Data [/COLOR]ls -ld [COLOR=#333333]/home/george/.local/share/Steam/steamapps/common/Kerbal\ Space\ Program[/COLOR]
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
linuxgurugamer replied to girka2k's topic in KSP1 Mod Releases
I wasn't getting that window. I'm not sure yet if it was what I was trying to weld or a missing directory. The Parts directory is not there, I manually created it. I just tried a simple weld, and it worked. I'm going to try the complicated on again, this will show me whether it was what I was trying to weld or the missing directory. Edit: Ok, it must have been the parts. When I clicked weld, it put a pink glow on all the parts, so I assume that means something is wrong. Sorry for the false alarm. But it might make sense to either put a popup saying there was an error, or even saying what the error is if something doesn't work -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
linuxgurugamer replied to girka2k's topic in KSP1 Mod Releases
Ummm, so I loaded and welded together some parts, how do I save it? -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
linuxgurugamer replied to girka2k's topic in KSP1 Mod Releases
This mod is FANTASTIC! Thank you so much for continuing the development. I just downloaded the version for 1.0.2, when do you expect to make this a normal release and (hopefully) include it in CKAN? LGG -
Wildcards don't seem to work anymore. I know you removed the regex functionality, but how, for example, can I remove ALL the MiniAVC.dll files. I tried the following, none worked: MiniAVC.dll */MiniAVC.dll .*/MiniAVC.dll MiniAVC the only think that worked was if I specified the path before, such as: ContractPacks/KerbinSpaceStation/MiniAVC.dll GCMonitor/getRS It seems to look for a match on the first part, and if that matches, then it does the prune. For example, the second line above actually prunes the following: Pruning GCMonitor/getRSS_OSX_x86.so.. Pruning GCMonitor/getRSS_src.zip... Pruning GCMonitor/getRSS_x64.so... Pruning GCMonitor/getRSS_x86.dll... Pruning KerbalEngineer/MiniAVC.dll...
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Sarbian, I was looking at the log file, and saw the following error. I am running gcmonitor 12.1 [LOG 23:39:47.290] Load(Assembly): GCMonitor/GCMonitor [LOG 23:39:47.290] AssemblyLoader: Loading assembly at D:\KerbalInstalls\1.0 We Have Liftoff\test\KSP_all\GameData\GCMonitor\GCMonitor.dll [LOG 23:39:47.292] Load(Assembly): GCMonitor/getRSS_x86 [LOG 23:39:47.292] AssemblyLoader: Loading assembly at D:\KerbalInstalls\1.0 We Have Liftoff\test\KSP_all\GameData\GCMonitor\getRSS_x86.dll [ERR 23:39:47.294] Failed to load assembly D:\KerbalInstalls\1.0 We Have Liftoff\test\KSP_all\GameData\GCMonitor\getRSS_x86.dll: System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid. at Mono.Cecil.PE.ImageReader.ReadOptionalHeaders (System.UInt16& subsystem, System.UInt16& dll_characteristics) [0x00000] in <filename unknown>:0 at Mono.Cecil.PE.ImageReader.ReadImage () [0x00000] in <filename unknown>:0 at Mono.Cecil.PE.ImageReader.ReadImageFrom (System.IO.Stream stream) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.IO.Stream stream, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName) [0x00000] in <filename unknown>:0 at AssemblyLoader.ScanForBadTypeRefs (System.String file) [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadExternalAssembly (System.String file) [0x00000] in <filename unknown>:0 Let me know if you need anything else. I am not running RSS, so can I assume that I can just delete the file without any issue? Thanks
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Looks like you updated it 12 hours ago. Thanks. works great
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
linuxgurugamer replied to nightingale's topic in KSP1 Mod Releases
Make sure you are running the latest version. If not, then cancel the contracts before updating.- 557 replies
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- contract configurator
- remotetech
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I have an odd situation. I have two contracts: Build a new surface outpost on the Mun Launch the Kerbin Space Station First issue, the Kerbin Space Station still references the "With module: Docking Node", but you said you removed it. So should/can I just ignore this? Second issue: The Mun outpost will contain enough parts to fulfill the space station contract as well. What will happen when I move the Mun station from orbit to the Mun? Third issue: The Space Station contract says the following in the Contract Window + (by DMagic): (in green)Have one of the following power generators Have a Science Lab on board Include a cupola (optional) When I go into the Mission Control, it says: Have one of the following power genreators: Complete 1 or more solar panels: Incomplete 1 or more generators: Incomplete Would be very interested in hearing the answers. Anyway, I'm going to launch my Mun base and see what happens, I'll let you know here. Edit: Well, both contracts were fulfilled. Now that the base is sitting on the Mun, what's going to happen to the resupply missions? Edit 2: Well, not sure why, but I just got the same contract again. and this time, I have TWO other space station contracts: Minmus and the Mun.
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[1.1] RemoteTech v1.6.10 [2016-04-12]
linuxgurugamer replied to Peppie23's topic in KSP1 Mod Releases
Will do! -
[WIP][V 0.5.1] The Modular Booster System (3/11/2015) [0.90]
linuxgurugamer replied to Starwhip's topic in KSP1 Mod Releases
I really like this, but after watching that utube vid, I would like to make the following suggestions: 1. Solid fuel should only be able to be used from tanks connected together 2. Not too important, but solid fuel should drain from each tank equally. This might be important if the center of mass is significant to the vehicle Anyway, I'll be watching for the 1.0.2 update. Lgg -
I'm not sure this is fixable. I had a fairly big rocket in space. The first stage was still attached (lots of dv) the second stage was on a support structure and was in a fairing, which I had ejected. When I fired the first stage again, the bottom of the second stage lit up, even though there was absolutely no way for any light to get to it. It was as if the first stage was transparent.