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Moikle

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Posts posted by Moikle

  1. On 10/28/2014 at 10:39 AM, kujuman said:

    Alright, 0.5 Release Candidate is up on Kerbal Stuff! You MUST read the notes below in order to best use it and avoid problems. I am particularly interested in Blizzy78 ToolBar support an how well the persistent window location saving/loading works.

     

     
    
    ===0.5 Release Candidate===
    NOTE: This is not intended to be a full release. It may have major bugs, particularly ones which may prevent KSP or NavUtilities from loading; the release candidate is meant to help find those bugs. If you do use it, please let me know how it went on the forums.
    
    
    IMPORTANT: .5 RC requires a clean install of NavUtilities (delete the old folder and install the new one). If you are using custom runways, move those *_rwy.cfg files to a safe place before deleting the folder. You may move the *_rwy.cfg files back to the original location after you install the new version.
    
    
    New:
    Window position and size should now be persistent between games
    Added a setting file with a few options
    Added a new InternalModule for analog HSIs
    Added a new prop for the analog HSI (thanks to nli2work for model, textures, and idea) (prop is not included in any cockpits at this time)
    
    Re-added support for Blizzy78's ToolBar (toggle in setting file)
    Added a shortID to runway definitions. Custom runway users need to add a shortID =  line to their configs or NavUtilities may not start. (I'll have a solution for the 0.5.0 release)
    
    
    Changed:
    Major naming of .dlls and runway definition files to hopefully be more coherent and prevent a KSP loading bug.
    *_rwy.cfg files now have the extension .rwy. The file is otherwise identical.
    
    
    Fixed:
    Marker beacon audio now plays at intended volume. Control volume with "Voice" setting
    

     

    Download at https://kerbalstuff.com/mod/70/NavUtilites , select "Changelog", then the 0.5_RC download.

    nli2work's handiwork :D (note that I screwed up the textures in Unity, this'll be fixed in 0.5.0)

    8ZMm69C.png?1

    HDG <- Click to cycle runways (knob rotates) CRS <- Click to cycle G/S (know rotates)

    AH! I have finally found what is causing this! this model has been appearing on top of whatever the root part of my rocket is. If that happens to be my command module, I can't see anything In IVA. interestingly I actually don't have this mod installed anymore. Is it possible that some code and this model got left behind somewhere and is bugging out?

  2. EDIT: I have found this post, which seems to have the same model involved somehow. Strangely enough, I actually don't have this mod installed right now.(I have had it before)

    I think I fixed it :) find a folder in your gamedata called "KerbalScienceFoundation" delete that

    Did you ever find a solution? I have this too, and I can't find anything else on this.

    My mod list- KSP: 1.2.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit
    Toolbar - 1.7.13
    AllYAllContinued - 0.10.1
    AutoAsparagus - 2.2.5
    AutomatedScreenshots - 0.7.7
    B9 Part Switch - 1.5.3
    CactEye Telescopes - 1.2.2.11
    CameraTools - 1.7
    Chatterer - 0.9.92.1622
    Community Category Kit - 1.2.1
    Community Resource Pack - 0.6.5
    CommunityTechTree - 3.0.3
    Connected Living Space - 1.2.4.2
    Contract Configurator - 1.22.2
    Contract Pack: Clever Sats - 1.4
    Contract Pack: Field Research - 1.2
    Contract Pack: Bases and Stations - 3.5.3
    Contract Pack: RemoteTech - 2.1.3
    Rover Missions - 0.1.7
    Contract Pack: Unmanned Contracts - 0.3.27
    CriticalTemperatureGauge - 1.2.2.1
    CustomBarnKit - 1.1.10
    DestructionEffects - 1.3
    DistantObjectEnhancement - 1.8.1
    CapCom Mission Control On The Go - 1.0.2.5
    Contract Parser - 1.0.5
    Contracts Window Plus - 1.0.7.3
    Progress Parser - 1.0.6
    Docking Safety System - 1.0.2
    EditorExtensionsRedux - 3.3.12
    Firespitter - 7.5.1
    Flexible Docking - 1.0.4
    Flight Plan - 1.0.1
    HullcamVDSContinued - 0.1.6
    In Flight Flag Switcher - 1.0
    RasterPropMonitor - 0.28
    Kerbal Attachment System - 0.6.2
    Kerbal Engineer Redux - 1.1.2.8
    Kerbal Inventory System - No Fun - 0.1.2
    Kerbal Joint Reinforcement - 3.3.1
    Kerbal Inventory System - 1.4.1
    kOS - 1.0.3
    KRASH - 0.5.22.1
    Historian Extended - 1.2.6
    KSP-AVC Plugin - 1.1.6.2
    Lithobrake Exploration Technologies - 0.4
    MagiCore - 1.1.3
    Infernal Robots - 2.0.2
    Maeneuver Node Evolved - 1.0.2.3
    Modular Rocket Systems LITE - 1.13.1
    ModularFlightIntegrator - 1.2.3
    Docking Port Alignment Indicator - 6.5.2
    NearFutureConstruction - 0.7.2
    NearFutureElectrical - 0.8.2
    NearFuturePropulsion - 0.8.2
    NearFutureSolar - 0.7.1
    NearFutureSpacecraft - 0.5.4
    Final Frontier - 1.2.7.3080
    DockingCameraKURS - 1.2.1.1
    Outer Planets Mod - 2.0
    PartCommanderContinued - 0.1.1.1
    PlanetShine - 0.2.5.2
    QuantumStrutsContinued - 1.7.0.1
    QuickSearch - 3.1.2
    RCS Build Aid - 0.9.1
    ReentryParticleEffect - 1.2.0.1
    RemoteTech - 1.8.4
    AmpYear - 1.4.5
    DeepFreeze Continued... - 0.23.2
    RoverScience - 2.2
    SafeChute - 2.1.6
    SCANsat - 1.1.6.11
    Ship Manifest - 5.1.3.2
    SmartStage - 2.9.5
    Snacks - 1.6.5
    StageRecovery - 1.6.5
    Stock Visual Enhancements - 1.1.5
    Stock Visual Terrain - 2.0.1
    Trajectories - 1.6.5
    Kerbal Alarm Clock - 3.8.4
    Alternate Resource Panel - 2.9.1
    Transfer Window Planner - 1.6.1
    TweakScale - 2.3.3
    VesselViewerContinued - 0.8.3
    WASDEditorCameraContinued - 0.6.8.1
    Water Sounds - 2.3
    Waypoint Manager - 2.6.1
    [x] Science! - 5.4

  3. Do the Snacks! mod's radial snack tins have a stupid high rate of failure? i just had the only 3 i have used so far fail within 5 minutes of launch... something's going wrong, or perhaps I am supposed to do something different with them? do they break under small g forces?

  4. yeah the "buildings fully upgradable bug" is not reversible at all, and it is a fairly major problem. I cannot play KSP in 32bit even with openGL mode, barely a handful of mods. 

    Guess I can't play KSP until there is an official 64bit mode or squad fixes the hordes of memory leaks... which will probably never happen :(

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