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Everything posted by linuxgurugamer
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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.
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[1.1] RemoteTech v1.6.10 [2016-04-12]
linuxgurugamer replied to Peppie23's topic in KSP1 Mod Releases
@Peppie23 A suggestion for a small improvement, or addition: There is a way to set up more groundstations, but they are static. Would it be possible to have groundstations be treated as science, so that (if configured) as more science is unlocked more groundstations become available? LGG -
Background Processing 0.4.4.0 [KSP 1.1.3]
linuxgurugamer replied to jamespicone's topic in KSP1 Mod Development
I got a notice that you published 0.4.1.0 today. does this fix the problems you describe in the previous post? -
Hey Roverdude, How "alpha" is this? I've compared all of the available life support mods (see my thread here), and have settled on this one. I'm not quite ready to install it, I'm still learning RemoteTech. But once I install this, I'll be very happy about having a complete game (only about 93 mods). So I'm wondering if this is getting close to a mostly-finished state, or at least a stable state. Thanks in advance LGG
- 5,673 replies
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- usi
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I accepted three contracts: 1. Put a probe in a specified orbit around the Mun 2. Land on the Mun 3. Science data from the Mun I created a single ship, with a lander and two comm satellites. Single launch to 500km orbit, transferred to Mun orbit, launched one of the satellites to fulfill that contract, launched the other to fill a hole in the comm network, landed, did science and returned back to Kerbin. All contracts fulfilled. Main mods used are RemoteTech, FAR, DRE, KWRocketry and a bunch of others.