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Everything posted by linuxgurugamer
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Hi, First, sorry for accidently hijacking that previous message about the Panda error, I'm going to delete this and repost here: I've been using ckan on Windows very successfully for a while. It's a great package. I'm trying to use it on OSX. I got mono installed, and am invoking ckan using: mono /Users/jbayer/Desktop/Kerbal/ckan.exe I can get it started, I selected a KSP install, then hit the Refresh key, and keep getting the following: ======= Failed to connect to repository. Exception: Object reference not set to an instance of an object ======= I also get the following in the terminal window: mono /Users/jbayer/Desktop/Kerbal/ckan.exe 1062 [1] ERROR CKAN.URLHandlers (null) - Error: Parsing Error: Could not parse file ~/.local/share/applications/mimeapps.list 4059 [1] ERROR CKAN.ErrorDialog (null) - Failed to connect to repository. Exception: Object reference not set to an instance of an object The first line shows up when the main window shows, the second line when I do the refresh. If you are referring to the CKAN Repository, then it is set to the default: https://github.com/KSP-CKAN/CKAN-met...ive/master.zip And I was able to download that file manually. I also tried the following after seeing a message about a similar error: mozroots --import --ask-remove mono ckan.exe update no change Any ideas? Laptop is a Macbook Pro running Yosemite, 10.10.1, with 16 gig of memory. Thanks in advance
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[1.10.0] S.A.V.E - automatic backup system - 1.10.0-3173
linuxgurugamer replied to Nereid's topic in KSP1 Mod Releases
Ah. Ok, let me be more clear :-) When I load a game from the main menu. or, alternatively: Do a save when the game initially loads, and then follow the other options. I was also hoping to use a mix of the options. For example: Each save AND once per hour. For now, I use (in addition to S.A.V.E) Crashplan, and when necessary, I restore from the cloud. But it's a pain to do that. Thanks -
[1.10.0] S.A.V.E - automatic backup system - 1.10.0-3173
linuxgurugamer replied to Nereid's topic in KSP1 Mod Releases
Could you add an option to save every time you load a game? -
Sounds like you bought it via Steam. do the following: 1. Uninstall it 2. Make sure the directory has been deleted 3. Install it. This will be a clean install 4. Make a zip file and copy the entire install directory into the zip file. This will become a "gold" file for you, anytime you want to make another install, just copy from inside the zip file to whereever you want to put it. KSP does not use the registry, and everything is contained inside the directory, which is why this will work.
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If this is what you want, then install either NEAR or FAR. This is what I love about the game. It can be as cartoony as you like, or, if you want more (whatever), just install a mod. NEAR and/or FAR both install a new level of realism. If you want the solar system, there is a mod for that as well.
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Sorry to say, there is a major bug I came across: I'm having a strange issue. I have a modded install, with about 60 different mods (see below). I traced this problem to this mod: Total memory usage after initial startup is about 2.6 gig. I have my first space station, right now consisting of a zoology lab and a science lab docked together. This is in the save file. I tried setting up a new mission, and things went screwy, so I restored from a backup and so far have isolated the problem to the following: 1. I reduced the new ship to a Stayputnik and an SRB, nothing else. 2. I go to the launch pad The game will briefly show the ship on the launch pad, and then after 2-5 seconds, the screen goes blank. The normal toolbar is showing at the top right, and when I hit the escape key, the menu shows up in the center of the screen. However, it is unresponsive. The really annoying thing is that the game saves a new save file, but my space station is deleted. I can restart the game, but the station is gone. The size of the save file is about 200k, while the size of the file with the space station is over 300k If I replace the Stayputnik with a manned pod, it seems to work. When I remove this mod, it works. FYI, I downloaded the latest version just now before posting (0.3.3) Mod list (with WernherChecker removed): Following installed by CKAN: KSP Version: 0.90.0 Installed Modules: - ActiveTextureManagement-Aggressive A1.0_x86 - AmbientLightAdjustment 1.3.1.1 - AnchoredDecouplerFix autodetected dll - BackgroundProcessing 0.3.5 - Chatterer 0.8.0 - ChuteQuickloadFixer autodetected dll - CIT-Util 1.1.1-unofficial - CoherentContracts 1.02 - CommunityResourcePack 0.3.2 - CrewRosterFreezeFix autodetected dll - DeadlyReentry v6.4.0 - DistantObject v1.5.1 - DistantObject-default v1.5.1 - EnhancedNavBall 1.3.4 - EVAEjectionFix autodetected dll - FerramAerospaceResearch v0.14.6 - FinalFrontier 0.6.1-604 - FirespitterCore 7.0.5463.30802 - FreedomTex 1.4 - GovFunding autodetected dll - HyperEdit 1.3 - InFlightWaypoints 1.2.5 - KerbalAlarmClock v3.1.1.0 - KerbalDebrisFix autodetected dll - KerbalEngineerRedux 1.0.14.1 - KerbalJointReinforcement v3.0.1 - KSP-AVC autodetected dll - LandingHeight 1.2 - LoadOnDemand autodetected dll - MechJeb2 2.4.2 - ModularRocketSystem 1.4.4 - ModuleManager 2.5.6 - NearFutureSolar 0.4.0 - NovaPunch 2.08 - OrbitalMaterialScience 0.3.90 - PlanetShine 0.2.2.1 - ProceduralParts v0.9.21 - RCSBuildAid 0.5.4 - RCSLandAid 2.1a - RealChute 1.2.6.3 - RealRoster v2.1 - Regolith 0.1.2 - RLA-Stockalike 12.1 - S autodetected dll - SafeChute 1.6 - SCANsat 8.1 - ScienceAlert 1.8rc2 - Service-Compartments-6S 1.2 - SmartStage v2.4.0 - SpaceY-Lifters 0.7 - StageRecovery 1.5.3 - StationScience 1.4 - StickyLaunchPadFix autodetected dll - TextureReplacer 2.1.2 - ToadicusTools autodetected dll - Toolbar 1.7.8 - Trajectories 1.1.2 - TWR1 1.16a - UKS 0.22.3 - USITools 0.3.1 - VOID 0.16.4 - WernherChecker autodetected dll - ZeroPointInlineFairings 0.9.1 Legend: -: Up to date. X: Incompatible. ^: Upgradable. ?: Unknown Following installed by hand: Gov Funding KSP-AVC SCART91 TexturePack ScienceAlert Stock Bug Fix S.A.V.E Modified IVA
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NASA wants people to sleep
linuxgurugamer replied to WDZOrangeJuice's topic in Science & Spaceflight
It's actually $10.71/hour, using 24 hours a day for 70 days. -
Hi, I'm having a strange issue. I have a modded install, with about 60 different mods. I'll post the list of mods this evening when I get home. Total memory usage after initial startup is about 2.6 gig. I have my first space station, right now consisting of a zoology lab and a science lab docked together. This is in the save file. I tried setting up a new mission, and things went screwy, so I restored from a backup and so far have isolated the problem to the following: 1. I reduced the new ship to a Stayputnik and an SRB, nothing else. 2. I go to the launch pad The game will briefly show the ship on the launch pad, and then after 2-5 seconds, the screen goes blank. The normal toolbar is showing at the top right, and when I hit the escape key, the menu shows up in the center of the screen. However, it is unresponsive. The really annoying thing is that the game saves a new save file, but my space station is deleted. I can restart the game, but the station is gone. The size of the save file is about 200k, while the size of the file with the space station is over 300k If I replace the Stayputnik with a manned pod, it seems to work. So, before I start doing a lot of digging, I'm wondering if anyone has experienced this before, and if so, are there any mods which might be causing this. As I said, I'll be posting the list of mods this evening, but am kind of hoping that someone can make a suggestion in the meantime. Thanks in advance.
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I'm at home. In the list box, the two entries look identical. In the Metadata, they also look identical. Relationahips as well. Contents shows different for each. I shouldn't have to look at the contents to see the differences. Edit: I just tried it with the 1.5.1 version. This one shows a difference in the metadata, the release status on one is development, the other is stable
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[1.0.4]Better Buoyancy v1.4 - obsolete as of 1.0.5; 7/29/15
linuxgurugamer replied to ferram4's topic in KSP1 Mod Releases
CKAN is heavily influenced by Perl and the CPAN environment. I think we some patience while they work things out. Regardless, would like to say that I love your mods. -
[Airships in 1.12.3] HooliganLabs Mods
linuxgurugamer replied to JewelShisen's topic in KSP1 Mod Releases
Hi, I was wondering if it would be possible to have an airship packed up very small, and to open it up at another planet? Sorry if this was mentioned, I didn't want to go through 67 pages to see if this was possible. This article sparked my interest: http://www.cnn.com/2014/12/23/tech/innovation/tomorrow-transformed-venus-blimp-city/index.html?hpt=hp_bn5 Thanks in advance. -
I'm having a small problem with the heatshields, specifically the two heatshields from Bobcat Ind., the 1.25m heatshield. I can attach it to the bottom of a capsule and detach it without any problem. But, I was trying to use it below a science experiment, the Experiment: Plant Growth, although I have seen this with other parts as well. What happens is that it attaches, but seems to be inside the part, so that once it is attached, I can't detach it, and don't even know if it is working or not. I'm not sure if this is a problem with the heatshield or the experiment,although I saw the same issue using the Stack-mounted parachute module from the Novapunch mod and the MRS Fuel Cell, 1.25m from Modular Rocket Systems. I tried holding down the ALT key to stop any surface-mount issue Thanks in advance. Edit: After playing around with Procedural Parts (the procedural heat shield), it appears that what may be happening is that there are two attachment points on the heat shield, on top and bottom, and while I want the one on top to attach, it is skipping that and attaching to the one on the bottom, thereby making the heatshield to be inside the experiment/fuel cell, etc. I'm not sure how to avoid this, suggestions would be appreciated.
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- reentry
- omgitsonfire
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[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
linuxgurugamer replied to toadicus's topic in KSP1 Mod Releases
No, sorry to imply that. It just doesn't stay up all the time.- 577 replies
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[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
linuxgurugamer replied to nightingale's topic in KSP1 Mod Releases
If you could solve the traveling salesman problem, you are epic! Since this is a huge problem, good luck!