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Everything posted by eberkain
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Purple toolbar icons
eberkain replied to eberkain's topic in KSP1 Technical Support (PC, modded installs)
We sure its opengl related? I tried changing the formatting options on the .png using GIMP, didn't make a difference what I chose, they were always purple. Then I ran across this in the in-game log. EDIT: So those are different paths than what is showing up in my folders, I just copied the icon textures to those locations and restarting game now. -
[1.8.x] Contracts Window + [v9.4] [11/1/2019]
eberkain replied to DMagic's topic in KSP1 Mod Releases
Ok, yeah all seems to work fine, it does seem to only happen at the start of each scene change. Just taking a closer look at all the exceptions that my game throws, to see if i can correct any of it. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
eberkain replied to Nils277's topic in KSP1 Mod Releases
Now that would be awesome! -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
eberkain replied to Angelo Kerman's topic in KSP1 Mod Releases
That would be awesome if you could support that in the future, I'm nowhere near using it in my career game, but one day I hope.- 3,523 replies
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- colonization
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[1.8.x] Contracts Window + [v9.4] [11/1/2019]
eberkain replied to DMagic's topic in KSP1 Mod Releases
Is this coming from this mod or the stock contract window? (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) ArgumentException: Getting control 0's position in a group with only 0 controls when doing Repaint Aborting at UnityEngine.GUILayoutGroup.GetNext () [0x00000] in <filename unknown>:0 at UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type LayoutType) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.BeginVertical (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.BeginVertical (UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at ContractsWindow.contractsWindow.DrawWindow (Int32 id) [0x00000] in <filename unknown>:0 at ContractsWindow.DMC_MBW.DrawWindowInternal (Int32 id) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: 4294967295) EDIT: Sorry about the way I worded that, I posted real quick before I went to work this morning. I'm just trying to investigate any Exceptions that pop while I'm playing to see if there is some conflict I can fix in my modded install, I had this come up a couple times last play session, not sure what the error means exactly. I have noticed a funky flicker on the bottom of some of my UI windows, most noticeable on KAC, but I've seen it on other too, not sure if this is related or not. . -
Thanks so much for the help, I copied and pasted this into a new file GameData/000_FilterExtensions Configs/SubCategories_LifeSuppport.cfg no effect in-game. I should clarify that I already have a Life Support button in Filter by Function that has a leaf icon, checking in sandbox, it has all of the Planetary base system wedge parts in that category. I would like to move the TAC pieces out of Misc and put them into Life Support.
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So, how exactly do I make this sort TAC items into the Life Support Category? I tried creating the configs as suggested a ways back in the thread, did not work.
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@Endersmens I played around with graphs some on the new sheet.
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@Archgeek I would even be happy with just a tooltip for the rep meter that gave the actual number. @Endersmens You should be able to just make a copy to your google drive and edit as you wish, alot of the formulas are not done right now. Whenever I get all that finished I would be happy to turn it into a blank template.
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[1.8.x] CapCom - Mission Control On The Go [v2.11] [11-1-2019]
eberkain replied to DMagic's topic in KSP1 Mod Releases
I love this mod, thank you so much for making it. -
Where will we build the first Space Elevator?
eberkain replied to Spaceception's topic in Science & Spaceflight
I used to love the concept of a space elevator, the more I have learned about physics, I think SSTOs are where our future is going to be. Basically the equivalent of today's 767 that can go to space and carry either cargo or passengers, then return home, gas up, swap pilots, and make another trip. Just imagine how much we could do in space if all we had to pay for was the fuel to get you there and routine maintenance on the ship. -
Purple toolbar icons
eberkain replied to eberkain's topic in KSP1 Technical Support (PC, modded installs)
That would make sense, we are both using Linux and that is OpenGL only. Its got to be a format issue in the icon, I wonder if I could pull up gimp and save the icon to a more opengl friendly format. Will have to try that when I get home -
Thanks, Yeah the recovery tab is what I've been using. There are just other times when it would be nice to know what my actual rep value is for my logbook. Like when I complete a contract that gives some rep, or when i spend some rep setting up an admin policy. And honestly, opening the persistence file is easier than launching another pod, I wonder how hard it would be to make a toobar button mod that just shows the current rep points instead of an icon.
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Purple toolbar icons
eberkain replied to eberkain's topic in KSP1 Technical Support (PC, modded installs)
Yeah its weird. I've still not solved the problem yet. Thanks for letting me know its not just me. I get the same with the CLS icon, fine in the default toolbar, purple in Blizzy's toolbar. @Stone Blue Let me ask you this, do you get a flicker on the main menu buttons, and sometimes they don't respond to clicks? -
Some of the formulas on the stats page are going to get complicated, I haven't really worked on that part too much. I've spent all night building a new airplane design that can go to the pyramids. This is my previous flight log attempt, you can see the kinds of charts I was able to create, haven't gotten far enough this time around to really worry about doing graphs yet.
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Its a work in progress, I plan to put up a thread about it in the fan works forum once I hit the end of the first year.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
eberkain replied to Angelo Kerman's topic in KSP1 Mod Releases
Does Simple Construction function in place of EL for getting the extra functionality?- 3,523 replies
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
eberkain replied to rbray89's topic in KSP1 Mod Releases
Yeah, this got so annoying that I finally uninstalled it. I do miss it though. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
eberkain replied to Nils277's topic in KSP1 Mod Releases
Great looking mod, can't wait to build a base somewhere. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
eberkain replied to Angelo Kerman's topic in KSP1 Mod Releases
Thanks so much for all the work on the Wiki, its a big help for someone new to the mod.- 3,523 replies
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- geoscience
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Just shows a % value, not the actual number either.
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in the file for Wright-FirstFlight
- 1,046 replies
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- contract configurator
- contract pack
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Actually, I am creating a log book as I play my new career mode game, and I would like to have an actual number, the gauge is not enough.
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So, I've did some searching and is there really no way to see what your actual reputation value is other than opening the persistence file and checking there? Why is there not at least a mod to show this on screen in the KSC overview or in the Admin screen?