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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. New release, 0.0.0.5 Added saving of font size Added optional display of notes Added optional display of Requirements Added scrollview for displayed contracts Added ability to hide briefing Added expandable items Hiding resize button when locked now Added H button, to hide window for 15 seconds
  2. The new tubes are from Spacedust, used with permission.
  3. @TiktaalikDreaming Are you aware that the node placement of the Size 2 to 3 parts are not properly placed for the latest Mk 1-3? Edit: I just checked it in a different save, they look ok with stock, but with ReStock, it's a problem Looks like setting the top node to this makes it look better: 0.0, 0.7329, 0.0 It's not perfect, but until you (or the restock people) redo the texturs, it looks ok: For anyone interested, here is a patch to fix this issue: @PART[Mk2to3ServBay]:NEEDS[ReStock] { @node_stack_top = 0.0, 0.7329, 0.0, 0.0, 1.0, 0.0,2 } @PART[mk2to3CrewCabin]:NEEDS[ReStock] { @node_stack_top = 0.0, 0.7329, 0.0, 0.0, 1.0, 0.0,2 } @PART[mk2to3Dual]:NEEDS[ReStock] { @node_stack_top = 0.0, 0.7329, 0.0, 0.0, 1.0, 0.0,2 } @PART[mk2to3Mono]:NEEDS[ReStock] { @node_stack_top = 0.0, 0.7329, 0.0, 0.0, 1.0, 0.0,2 } @PART[mk2to3ScienceLab]:NEEDS[ReStock] { @node_stack_top = 0.0, 0.7329, 0.0, 0.0, 1.0, 0.0,2 } @PART[mk2to3ServM]:NEEDS[ReStock] { @node_stack_top = 0.0, 0.7329, 0.0, 0.0, 1.0, 0.0,2 } @PART[mk2to3ServMMono]:NEEDS[ReStock] { @node_stack_top = 0.0, 0.7329, 0.0, 0.0, 1.0, 0.0,2 }
  4. It really depends on what you want to do. Start off with deciding what type of missions you want to do, and then you can start looking. An easy way to test is to use CKAN to easily install mods and their dependencies, CKAN makes it easy to uninstall as well
  5. New release, 1.0.7.7 Thanks to forum user @leonardfactory for an additional fix for the exception during load Added check to exclude any internal models for kerbalEVA
  6. Those are what the game uses for the kerbals, thanks for the PR, will merge today
  7. I assume you are using the stock tech tree? Both the CactEye Telescope small Optical Tube and the CactEye Telescope Optical Tube are available in the Advanced Science Tech, which should be available after the first upgrade of the science building If you are looking for the old parts, they've been depreciated due to the new models being available. I just loaded the mod into a test install, the two tube are there, please verify, if you are still having problems, post a log file, modulemanager.configcache, and the entire Log folder (found the main game directory)
  8. Is there any way to change all three values of a scale inside a model stanza? This: PART { name = CylindricalShroud125 MODEL { model = UniversalStorage2/Parts/Shrouds/CylindricalShroud125 scale = 1, 1, 1 } } I would like to multiple each of the values in the scale by a constant (ie: 0.975), but not all parts are 1,1,1, so I can't do a simple replacement.
  9. Ok, the primary release site I use is Spacedock. While I usually keep the Github repos updated, I apparently forgot to upload it there. It's there now
  10. Glad you got it figured out What about just Filter Extensions by itself? If it is the Moar Filter Extension Configs which is causing the problem you need to post in that thread. That's @leatherneck6017's mod Edit: I took a look at a few of the parts, most of them are set to a size2 instead of a wedge, I'll have to get that fixed Please, when reporting a problem, try to isolate it to the minimal mod set needed to replicate. This actually has nothing to do with Filter Extensions
  11. You do realize this is a BETA, and rather than complaining about it, a proper bug report in a respectful manner would get a better response than totally annoying me (which these two posts did). It's a BETA for a reason, and I need decent reports rather than complaints. For example, the picture from the first one is too dark to see anything, and the second one doesn't have a picture at all. An example craft file would be very useful in diagnosis. That being said, I was going to be releasing a new beta this weekend, I'll see if I have some time to look at this
  12. It _should_ be safe to install midgame, but make a full backup first I don't think anything special needs to be done for RSS/RP1, but I don't play those, so no real idea It doesn't change anything on parts
  13. @Lisias has a working, mostly up-to-date version
  14. You are dealing with a mod interaction, the problem is with Cape Kanaveral mod, not this
  15. What, exactly are you doing? List all the steps including how you are exiting the game. These are the steps that I just did to test: Original setting was Focus Follows Click. Starting at the KSC Hit Escape Click Settings Click Difficulty Options Click Click-Through-Blocker Unchecked the toggle Focus follows mouse click The toggle for Focus change is global was enabled, I left that alone Click Accept Click Accept Clicked Resume Then, to test it being saved, I did: Escape (or the button at the top-right) to bring up the Pause menu Click Quick to Main Menu Click Quit Restarted the game, got into the KSC and verified that the settings were still as I left
  16. New release, 0.5.0.2 Updated position of toolbar to be below the alarm clock widget
  17. You have Kerbalism installed. Try it without Kerbalism and I'll look at it, otherwise contact the Kerbalism folk
  18. It's on CKAN, called Sensible Pumps Continued. Currently CKAN has it listed compatible to 1.12.2, you need to set the compatibility for ALL of 1.12
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