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Numberyellow

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Everything posted by Numberyellow

  1. I dunno, man....some of us take "i've wasted [insert number of days/weeks/months/years] building fake airplanes and space ships", and we wear it as a badge of honor, lol. Like LGG, here, i like to know how much time i've spent on this stuff, and i can't use steam for the modded environment i work with....so this mod is perfect for timekeeping records.
  2. KSP Ver: 1.6.0.2395 (x64, windows platform) MOD Ver: 0.6.8.5 Log: [SENT SEPARATELY] ISSUE: Latest version of mod will not keep time, or retain user settings between sessions.
  3. what i don't get is if the parts were replaced with newer versions of the same parts, why weren't all of the part names changed? And if they're new versions, with the same old names, why could i not just change the name of the Habitat module back to what it was before? EDIT: Which, if i think about it, under most circumstance, just changing names like that would be stupid, because most likely the "part" may have baked in calls to the support files, and if i change their names, it could break the whole thing, and cause the application to crash.
  4. I have absolutely no idea how to do that. It looks like this one part was the only one that had it's name changed. There's got to be a reason for that.
  5. ok, i have an issue. I built an airship with a previous version of this mod. I updated to the latest version, and now my airship won't load, because of a missing part Upon closer inspection, it appears that the part in question (GondolaHab.mu) has been renamed on this version, along with all it's associated files. Now, if i change the name of the part, and it's associated files, back to what they were in the old version, is that going to cause a problem?
  6. well, the airships i built were unavailable, due to locked airship parts. so im guessing this did it, since it's the base for the other airship mod i use.. EDIT: OK, strike last, it's NOT this mod causing the problem. it's the Heisenberg airships pack.. Sorry for the confusion.
  7. ok, cool. Additionally, i was just informed that asking the question i asked, is now against the rules... I've been out of the loop for a while, and didn't know.
  8. Sure. And sorry about the inquiry....i was just notified that even asking is against the rules now. I only said something because at load, KSP says it is unsupported by 1.6. I'll let you know if anything is legitimately broken.
  9. I hadn't seen that announcement. Been out of the loop for a while. I meant no harm, it's just that with 1.6, they've finally fixed the issues that have kept me from playing for like a year and a half....and i'm kinda eager to get back into KSP.
  10. So i caved, and called up LGG....he fixed Proximity, i playtested it, amd he re-released it. One less mod i hafta worry about. And Lisias finally released the new version of KAX, so that was cool. but now other mods are screaming for attention. I need to do some more updates. Once everything works again, i'm planning to start up a thread, showcasing my creations, and the stories i wrote to go with them.. A buddy of mine here said my stuff was good, and that i should share it. so i think i will.
  11. lol, no he doesn't...it's fine... FINE, I TELL YOU, FINE!
  12. I just realized.... a lot of my craft are inaccessible, because they rely on KAX.....which i didn't download, because i couldn't find a recent version.. But i see the project has been handed over to another maintainer, and there will be a release soon, so that's good. I haven't been able to find another mod that does what proximity did.. I really hope either biff comes back and updates, or someone like linuxguru can get permission to bring it back. I really need that mod.
  13. ok, if yellow isn't anything to worry about, i probably won't spend too much time tracking them down. Yeah, i know NMM, and it's successor, Vortex are windows only....but i think that's primarily because the vast majority of people playing the games it supports, are playing them on windows... Any ideas what might be making proximity and total time sperg out?
  14. I've always had positive experiences with their manager.. Anyway, i found the latest versions of all the mods i was using in my build....problem is that some of them are throwing warnings that they're not compatible with 1.6....which is to be expected. So i suppose i'll hafta wait a little longer for updated versions, because half of my crafts won't work without the mods. Another issue i'm experiencing is some mods are malfunctioning....like Proximity flat out doesn't work.. The part is still there, but the functionality is not, and It's button won't even show up on the toolbar. totaltime will not update the time, it will not save the time to the file, and it will not retain settings between application launches. Also, ModuleManager found a number of errors (yellow), though i have no idea how to identify what they were... Despite all that, the game does launch, and run, and some of my craft still work, and flying is still fun. i just hope everything gets updated soon, so i can get back to building.
  15. Managed to find the correct directories for everything, and i'm now going through my modlist, to get the most updated versions.. Good news is that based on threads i've been reading, most mods that worked with the last version, are having no issues with 1.6, so i guess that's pretty cool. I still think it might be worth it for people to release mods over at nexusmods as well...their mod manager is REALLY good, as it keeps mods up to date, and gives you the ability to easily enable and disable them, for troubleshooting. With any luck, within another day or two, i might actually be able to play again. If i have trouble finding anything, i'll be sure to come back here and ask. between the passage of time, and that huge forum apocalypse we had a ways back, many things are missing..
  16. So i've been away from KSP for a while. (Last version i was using was 1.2.2)...looks like it's been well over a year.. I stopped playing, because the memory leak, and poor optimization were making the game unplayable, and fighting the program, to maintain single digit, to mid-teen framerates was no longer fun. So i hear with 1.6 they've plugged the memory leak, and fixed performance.. So i figure it's time to come back. i REALLY miss KSP. Now to where i need help... Obviously the old version of the mods i was using aren't going to work, just for fun, i made a custom install that combined all of my old data, with the 1.6 game files, and when i launched it, it died while loading asset definitions. looked at the crash log, and the culprit was mono.dll. There were no crashes when launching vanilla 1.6, so it's definitely a problem with mod data. Does anyone have any pointers on how to smoothly put together an updated version with mods? I'm having a hell of a time finding updated versions of my mods, that are compatible with 1.6 I must sound like an idiot...but it's been well over a year, and life's been kicking me in the ass.... i've forgotten how to do most of this stuff. Any help or advice you guys could provide would be much appreciated.
  17. Yeah, i do remember the one where she fixed up the kinda brain-dead raider...cool episode. In the G:80 episode though, Starbuck was marooned.....Had the show not been canceled, He would have been rescued by the Seraphs, and kept aboard the ship of light, as a guest... I'm sure it wasn't deliberate, but it just felt similar.....he disappeared in grand fashion, was shown truths by someone he thought was dead, and then was returned to his old life, in a "poof, here i am, miss me?" kinda way.. just like Kara..
  18. If i'm remembering correctly, you're talking about the last episode of Galactica 1980 (horrible abomination of a show). I'm talking about the re-imagined show...
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