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thisischrys

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Everything posted by thisischrys

  1. Is there a known issue with 64-bit linux? I only get "Toggle" Info on rightclicking the Realchute Cone chute, no next and previous size. It works fine in Windows 32-bit (With the exact same mods, except on Linux I have Astronomer's visual pack http://i.imgur.com/8xcZGBu.jpg 000_Toolbar 000_USITools ArcanumIndustries ART BoulderCo Chatterer CoherentContracts CommunityResourcePack CommunityTechTree ContractConfigurator ContractPacks Contract_science_modifier CrowdSourcedScience DeadlyReentry DistantObject DMagic Orbital Science EnvironmentalVisualEnhancements EvilCorp ExtraplanetaryLaunchpads FinalFrontier.dat Firespitter JSI KAS KerbalConstructionTime KerbalEngineer KerbalJointReinforcement KerbalStats KerbinSide KSPAPIExt KSP-AVC MagicSmokeIndustries MechJeb2 medsouz mods.txt ModuleManager.2.5.9.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleRCSFX NASAmission NavyFish NehemiahInc Nereid PlanetShine RealChute Regolith RemoteTech SafeChute SCANsat ScienceAlert SmokeScreen Squad StageRecovery StationScience StockBugFixModules TechManager TextureReplacer ThunderAerospace ToadicusTools toolbar-settings.dat TriggerTech TweakableEverything TweakScale UmbraSpaceIndustries UniversalStorage VerneTech VNG WaypointManager WiderContractsApp WombatConversions
  2. Just a question outta curiousity: Are name changes supported? I see something was done for In-Flight Waypoints/Waypoint Manager but it's not updating or showing under the new name.
  3. Running Astronomer's Visual pack together with ATM causes kerbin to look like a giant white cloud with red splotches. Deleting BoulderCo.cfg fixes it, is there anything I can change in the file to still have it work with compression?
  4. Looks like CKAN automatically gets the latest version from releases on github, and this mod hasn't created a new release for 1.0.15.0 on github. Once they do that it will be available in CKAN.
  5. I can't right click (in flight, on the capsule for example) with this mod installed. Even on an instance with only this mod. Using 32 bit Windows KSP. Am I missing something obvious?
  6. About Kerbal Konstructs: It seems that the way it adds multiple launch sites somehow overlaps with how multiple SPH/VAB queues are implemented in KCT, since if you choose another launchpad before building, it will sometimes end up building it using the SPH buildspeed and putting your rocket in the SPH list.
  7. Is it ok to load two versions of ORS dlls at the same time? Interstellar Lite and MKS include older versions. Or is it better to not include the ORS folder from those? MKS also has OpenResourceSystem_1_2_0.dll in \UmbraSpaceIndustries, should I leave that one?
  8. Thanks for the new version, this gets better with every update. First a question: When you click Download Mod, and it doesn't find it and gives you the second browser window, is it supposed to remember where to download it for the next time? If so this does not work for me. If not why not just tell the user to use the original browser window? I don't know if you have a roadmap in your head for the future so I'll just write suggestions as I think of them Special treatment for ModuleManager (Only allow latest one) or maybe a screen with a list of all *-version.dll with the option to say keep only latest or keep all) Give error when file deleting fails (Or disable deleting while KSP is running) Ability to "rescan" the source zip files (For example: What I do now is go through all the zips and delete other versions of module manager, it will just skip over the missing files, but they keep showing. ) Detect when default KSP files are overwritten (and save a copy to put back when mod is unapplied) (For example KW includes a modified ClampSound) Lastly a suggestion: When you release aOS, please consider putting it on github or somewhere. It's a lot easier to use for small fixes/changes than having to send a zip back and forth. (Assuming you want other people to contribute that is) Thanks for all your work!
  9. ah yes I see the filename is wrong on curseforge when you export a modpack with the modfiles included, and import it back, Capitalisation on filenames is lost toolbar and mechjeb need their folders to be in proper Caps (for example MechJeb2) to load (there may be more, but they might not report errors)
  10. Modpack default filename invalid: http://puu.sh/bzPfV/2797f1a87f.png or you I don't know if it pulls the date format from the system locale or what but maybe another default setting would be better? Not that I plan on calling them that, but when testing it's easy to just hit save without worrying about the name. Infernal Robotics downloads as a file without extension from curseforge http://kerbal.curseforge.com/ksp-mods/220267-magic-smoke-industries-infernal-robotics-v0-14 http://puu.sh/bzPzf/555ba96ae2.png
  11. Downloads from curseforge are not working in the latest version? I tried 10 mods but nothing. http://puu.sh/bvR0U/77af55923a.png
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