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MisterFister

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Everything posted by MisterFister

  1. Hey there. I'm curious what the functional difference is between this mod and CactEye Optics (http://forum.kerbalspaceprogram.com/threads/105660-1-0-CactEye-2-Orbital-Telescope-BETA-5-2). Does this mod interact well with it? Also, is there any cooperation between this and Tarsier (http://forum.kerbalspaceprogram.com/threads/111157-0-90-Tarsier-Space-Technology-with-Galaxies-%28caretaker-release-v4-5d-FIXED-for-0-90!%29), Distant Object (http://forum.kerbalspaceprogram.com/threads/98943-1-0-4-Distant-Object-Enhancement-bis-v1-6-1-%2821-August-2015%29), Station Science (http://forum.kerbalspaceprogram.com/threads/54774-1-0-4-Station-Science-%28v1-5%29), or ResearchBodies (http://forum.kerbalspaceprogram.com/threads/127533-1-0-4-ResearchBodies-v1-4-Track-celestial-bodies-to-explore-them!-%28August-26th-2015%29)?
  2. Awesome! Please be sure to post the new thread here so I (and others) can follow you there.
  3. I don't know, I'll see. (atm I'm only trying to find the time to fix last problems for update 1.5) Thanks ! I second the CKAN request. No Problem on before. I think you should write an API that other mods can use and reference (rather than digging into config files/nodes) as it is better design to loosely couple through defined API's. I'd rather not tightly couple TST to this mod by referencing internal database structures/classes and config files. Consider in your reordering and remaking process how you want your mod to work with other mods like TST and include these design elements in an API. As I said, I think it would be best if you provide an API that provides access to your database, what bodies are discovered or not discovered. What are the pre-conditions for discovering a body, if any. Do Bodies have various states of discovery that say a telescope can upgrade. Such as , newly found, mapped, etc.. Do you intend to have a contract system/progression? Does this need to interact with other mods through the API? Etc, etc. PM me when you wish to discuss further, or if you wish to discuss any details, design ideas/considerations, example for an API (I have a couple) etc. I see that you've discussed designing an API to make inter-mod compatibility easier with Tarsier telescopes. What about with CactEye? http://forum.kerbalspaceprogram.com/threads/105660-0-90-CactEye-2-Orbital-Telescope-BETA-4 Also, with the Outer Planets Mod, there are a lot of individual planet-packs available, such that it would be very difficult to predict exactly which planets even exist in any given career start. In fact, the planet Kerbin even starts off as a moon of a new gas giant planet called Sonnah, and Sonnah has 3-4 other moons beyond Kerbin, I think. I see above that you envision difficulty presets with respect to what bodies are pre-discovered at career start. Since OPM takes advantage of recent (KSP v1.0.2, I believe, though I could be mistaken) changes in the stock game that allows for greater moddability for planets, my own suggestion is that you design some sort of logic in your own mod that allows the mod to "scan" and detect what planets are defined in the career save. After that, I see two possible programming choices. First, I can imagine that your mod can try to "intelligently determine" which bodies are likely to be pre-discovered (for example: the sun, Sonnah, and perhaps a randomly chosen other Sonnah-moon). Note that in this other mod I'm describing, Minmus is an inner planet, Mun is another moon of Sonnah. Sonnah itself, of course, is at roughly the orbit of Jupiter / Jool, and with the planetpacks I'm running I count at least half a dozen inner planets and 4-6 other outer planets, and most of those have at least one or two moons, some of them many more than that. A very lively system! (I'm not entirely sure which planets come with which planetpack, as I just selected all available planetpacks on CKAN and installed from there. For the career save that I'm preparing to start, I'd actually prefer to go in blind and discover it through gameplay rather than through forum posts, hence my desire to use your mod here! ) My other idea for this scenario is that your mod simply provide some kind of career-start configuration panel that allows the player to manually select which bodies / worlds are pre-discovered. Perhaps allot a "budget," where selecting more costs more, or perhaps assigning different "costs" to certain worlds based on how your mod detects the world as being a planet or a moon, or near / far from Kerbin. You might even be able to peg it against career difficulty settings, such as quickload / revert options, starting funds, etc.
  4. Howdy folks! Awesome mod, it's one of those subtle-yet-profound additions to the KSP experience. I'm running into install problems with this mod on CKAN, it seems to want to install an Astronomer's Visual Pack config file, which I don't necessarily mind since I wanna run EVE/AVP anyway. (The fact that CKAN can also not install AVP, forcing me to manually install it myself, thereby creating an install conflict for the AVP-config file for DOE, thereby making me have to manually install DOE is less fine than that, but I can still manage.) My question comes from the simple fact that there's a config file at all. I'm running the Outer Planets Mod with a lot of planet packs. Does that mean that any planet in my install that's not hard-coded in this mod won't appear in the skybox? For that matter, if I'm running PLanetShine with EVE/AVP visual settings, how do I come across such an Astronomer's config file for DOE? How would CactEye interact with such a mod combination, as far as you can tell from the DOE side of things?
  5. I too would like to play this mod on 1.x. The front page indicates that this is CKAN-indexed, but I cannot seem to find it. Has it been removed from CKAN?
  6. Is anyone else getting CTD on load with this mod? (Linux64, i7 with 16GB ram, plenty of ssd, GTX980, CKAN with ~130 mods and 3 or 4 manual mods)
  7. Greetings! It's been a long time since this mod has worked for me. On a 64-bit Linux install with ~130 mods or so through CKAN and a small handful of manual mods, my game insta-crashes when it loads the Notes textures. Running v0.12 right now, this problem was reported at least as far back as ten months ago on v0.10. Any word on identifying this bug?
  8. Perhaps, but since the career save itself can be cross-ported through Dropbox as well, I can speculate that affording a GUI option to manually redirect .ckan placement would actually reduce the chances of craft losses due to mod removal. I think the feature request was to simply be able to set an external folder location into the default metadata export folder. To the requester -- have you contemplated placing ckan.exe in the dropbox folder of your choice and running it from there? To my understanding, ckan.exe does NOT have to be run from within any specific folder, or even within the KSP installation at all, particularly since ckan is capable to managing multiple separate KSP installs simultaneously each with independent modlists.
  9. Heh, yes, I did indeed speak imprecisely, in at least two different ways. First, the "support" I was familiar with wasn't "from" Karbonite at all, but a middleman mod that allowed the use of Karbonite to extract TAC-LS resources with the same equipment, since they're both keyed to CRS. Second, I thought I was asking if this could be somehow built into the kethane mod directly, but after asking that, I realized how silly that is, since it would really be TAC-LS doing the support of kethane. I might have been thinking of this mod, as well. I suppose in a roundabout way I'm asking if kethane has any plans to convert to CRS (or if it already did, since I stopped KSP-ing entirely for several months and therefore fell out of all the info loops) but I can't even be sure that's possible. I seem to recall at least a year ago in kethane's pre-Karbonite heyday that Majir was for some reason opposed to CRS, which was for reasons that I never fully understood but nevertheless fully respected. If the contention was technical, I wonder if the release of 1.x might have made a revamp to CRS less-unfeasible than it was, and if the contention was philosophical or political, then a regime change here at the helm of the mod (Mr. Taniwha) might make revisiting it possible. Again, this even presumes I'm correct in understanding that kethane isn't already CRS-compatible.
  10. Howdy folks. Odd little error I'm experiencing here. 64-bit install, unhacked, in Linux, with CKAN. i7 running 16GB ram on a large variety of hdd's and ssd's, with a GTX980. The only non-CKAN mod at this time is Kethane. Loading a full-on EVE-AVP pack was the difference between crashing on load screen or not. In troubleshooting, I'd unselected all EVE-related modules in CKAN, and sure enough, I loaded fine (after almost eleven minutes of load time, with a final memory footprint of ~5.5GB with 130-ish mods.) Reenabling all EVE modules caused the crash. From this, I took to the forums, and discovered chatter that suggests that the Auroras modules are the culprit. Now, armed with this info, I'm troubleshooting again. I can successfully load into KSP with the EVE base-mod only, with no AVP modules. Fine, this strengthens the Auroras-as-culprit hypothesis. Here's my newest problem. Selecting "Astronomer's Visual Pack" on the CKAN modlist brings me to a new tab, requiring me to select a High / Low / Medium cloud pack. My preference is for High, of course, but no matter my selection at this stage, the now-selected cloud pack highlights in pink, indicating a conflict that MUST be resolved before I proceed to any installs with CKAN. Selecting "Astronomer's Pack: Atmospheric Scattering" yields the same Sophie's choice as above, as does the Eve / Jool cloud pack, Lightning, "Sandstorms and Surface Dust," Snow, and Surface Glow. Note that the DOE and PlanetShine modules do not yield any issues. I also have selected in CKAN the Scatterer mod, PlanetShine, and I'm weighing whether to use Kopernicus / Outer Planets Mod. Is the metadata index properly keyed for my scenario? Am I doing something wrong? Why is the cloud pack flagging as in some kind of conflict with some other mod, even though I cannot get a reciprocal flag on that other conflicting mod and therefore cannot identify the conflict?
  11. I'd just like to pipe in and agree in saying that kethane was my first must-have mod way back before Scott Manley popularized it in his Reusable Space Program series. That said, indexing this mod with CKAN would be truly awesome. I literally just discovered this thread today (I'd been following the other thread by Majir for a while) and was kinda worried that my next career would likely have to go with Karbonite instead due to no recent releases, so this newfound knowledge that kethane is alive is very welcome indeed! Question -- is there any plan to allow for kethane to support TACLS? Honestly, I like kethane's scanning mechanic, but Karbonite's support of TACLS is worth consideration. Hell, I might even run both mods simultaneously, unless someone explains to me there's a good reason not to. Thanks taniwha!
  12. I'm not entirely sure myself, but recent activity on this thread seems to be less than two weeks old.
  13. No, and frankly I don't understand why people keep asking me this? This and DangIt! basically do the same thing in totally different ways. How could they possibly work together? TestFlight is designed to simulate failures in a more realistic rather than random way, and to allow parts to improve in reliability through flight testing. AFAIK DangIt! is the exact opposite, making parts get worse with age based on an inventory system. EDIT: Ok the above comes off more upset than it really is Really it isn't anger, its confusion. I honestly don't see how the two could possibly work together. I can explain EXACTLY why people ask this. (In fact, I visited this thread to ask this very question.) DangIt allows for part failures on a rather random basis, but does so for pretty much any part on a craft. Your mod allows for a specific pattern to be applied to the logic of when a part fails, but that pattern can only be applied / exploited (with test flights) by physically running the part, i.e., with engines and boosters running, mostly (according to your YouTube test footage -- I just discovered this mod on CKAN and haven't run it yet.) By running both mods simultaneously, we can now have a realistic DangIt across all parts, but without it being totally arbitrary and random. Indeed, it might even allow for KIS specialization of the single-gender DangIt inventory resource, "spare parts." For example, different part failures (or different types of failure for the same part) can necessitate a different type of repair, perhaps even requiring a different type of SparePart resource / inventory item. It would then force designers and mission planners to anticipate what repairs might be more likely, or even if unlikely, would be so mission-critical that carrying a specific spare part would be justified despite a low likelihood of needing it. At the same time, while it's easy to "test fire" an engine with three orange tanks of fuel, or a booster, all on a set of un-released launch clamps on the launch pad, or even organically in flight with risk of failure (having to plan for abort contingencies) etc., it's rather difficult to "run" a floodlight, or to "run" a solar panel, or to "run" a parachute. So while TestFlight data can be "gamed" by simply investing in a few tanks of fuel to fire an engine on the launchpad, lights and life support parts and KAS winches and solar panels and parachutes really DO have to be strapped to missions and flown in realworld scenarios before being certified for use as primary systems on dangerous interplanetary missions. (To be sure, the TestFlight module curve for those occasional use items such as parachutes can have a different accrual constant as a balancing issue.) With DangIt alone, I just need to split my engineering; instead of sending an automated Eve probe with a single large capacity battery beyond the 10ec built into the probe core (See from 8:47-10:25) I'll send a probe with two or three smaller batteries for the same overall ec capacity. Combine your mod here, and that workaround becomes slightly less viable, since not only could the batteries be tested beforehand so as to reduce this possibility to begin with (perhaps at 80% reliability, failures on non-engine-type-parts could be just as frequent as at 50%, but likely to be less severe) or, at the very least, sending multiple batteries along afford me greater opportunity to amass du for analysis, thereby providing an incentive to return the craft to Kerbin and recover it on the surface (not only do I get greater Science and Funds that way, but physically recovering the used parts is how I make the parts more reliable in the future.)I'll even go beyond that -- we have TACLS, which I mentioned; what about things like BDArmory, or Kerbal Construction Time? With KCT, what if I'm planning an emergency rescue mission because I accidentally hit the spacebar while in munar orbit and detached my primary capsule from my service module that housed all of my TACLS resources? (See http://forum.kerbalspaceprogram.com/threads/92377-1-0-4-Kerbal-Construction-Time-1-2-2-%288-26-15%29-Unrapid-Planned-Assembly/page8?p=1405649#post1405649) I need to design a rescue craft that I can not only afford with funds in career mode (RO or stock-scale); that can rush to the launchpad and achieve orbit before the in-capsule resources are exhausted; but I also have to worry about using untested equipment on said rescue craft design? This is closer to RO-type safety margins, where if I'm sending a mission to the Mun, I need to pre-launch my potential automated rescue craft almost before the staging incident occurs in order to achieve my safety margin. Allowing for emergency reconnect procedures, such as with a KAS winch cable, so as to suckle off the staged resource levels, prolly wouldn't hurt either. KCT already allows me to enjoy faster build times for often-built parts, and faster than that for parts recovered and in inventory from previous missions; your mod allows for those parts to also be more reliable if they're not even ORDERED until after my test flight is recovered at KSC. I see a LOT of potential with this truly awesome mod, man, and I'm very excited to see how it turns out. I often play very mod-heavy, but often in stock-scale, or possible 64k. tl;dr: Yes, DangIt and TestFlight do the same thing in different ways. Both ways are cool. I intend to experiment with installing both at once and will report back to you. That said, it would be nice if your reliability curve could be used by DangIt. Separate question: The CKAN metadata file has your old, LOCKED forum thread linked to it. Would it be imposing for me to ask that you update the respository metadata file so as to point users like me to this thread directly? Thanks, man!
  14. Feature request -- Would it be possible to add a column on the interface that indicates when a mod was first introduced to the repository? That way we can sort by that date to see any new mods that might've been recently indexed to try them out.
  15. Fixed in latest release:sigh: :'( Now it keep erroring out for me for a new error. Each mod seems to think that there's an individual per-mod version mismatch. I've tried refreshing the repositories. I'm trying to troubleshoot an install that'll prolly end up with more than 150 mods in total, mostly as a proof of concept thing. I anticipate that it'll be one or two dozen mods from outside of CKAN, but I'm trying to get as close to full from CKAN if at all possible. I'm running the 64-bit Linux version. As one troubleshooting step last week, I decided to uninstall / reinstall KSP itself, which meant I'd have to undo my mod installs, so I'd exported my metadata file with the intention of installing from it after reinstall (which took literally three minutes.) The crash-on-load errors I reported previously does seem to have gone away, but apparently the old metadata file generates these new errors. I don't seem to have the same symptom from NEW metadata files. I guess the next step is to manually reconstruct the modlist.
  16. He's referring to the *.ckan metadata file that is generated when someone attempts to export their modlist. - - - Updated - - - No, this doesn't help. CKAN is crashing whenever I attempt to load from a *.ckan metadata file. Looks like the last half dozen reports from others indicate the same issue.
  17. When you say "export your .ckan", you mean using the "File->Export installed mods" option in CKAN and then "File->Install from .ckan..."? You're correct as to what I was trying to accomplish, but I'm not entirely sure what you're describing as a solution. As for KSP version, this has been v1.0.4 all the way. I haven't been tracking whether or not there have been 1.0.4.x changes in the interim, and I'm not even sure they exist. If they do exist, could this be my issue? Load my instance? I'm not clear as to this instruction. I redownloaded CKAN and also attempted (among other solutions) removing and reinstalling KSP. I set CKAN preferences to always update the modlist whenever I start CKAN. I see the "repositories" tab, but there doesn't seem to be an option for me, the enduser, to "refresh" anything, unless "modlist" and "repositories" is the same thing, in which case, see above. - - - Updated - - - Yeah, about that, I see a lot more mods on KerbalStuff with no link to their forum post. Is this a thing now?
  18. Good idea. Behold: System.NullReferenceException: Object reference not set to an instance of an object at CKAN.NetFileCache.CreateURLHash (System.Uri url) [0x00000] in <filename unknown>:0 at CKAN.NetFileCache.GetCachedFilename (System.Uri url) [0x00000] in <filename unknown>:0 at CKAN.NetFileCache.IsMaybeCachedZip (System.Uri url) [0x00000] in <filename unknown>:0 at CKAN.GUIMod..ctor (CKAN.Module mod, IRegistryQuerier registry, CKAN.KSPVersion current_ksp_version) [0x00000] in <filename unknown>:0 at CKAN.GUIMod..ctor (CKAN.CkanModule mod, IRegistryQuerier registry, CKAN.KSPVersion current_ksp_version) [0x00000] in <filename unknown>:0 at CKAN.Main.installFromckanToolStripMenuItem_Click (System.Object sender, System.EventArgs e) [0x00000] in <filename unknown>:0 at System.Windows.Forms.ToolStripItem.OnClick (System.EventArgs e) [0x00000] in <filename unknown>:0 at System.Windows.Forms.ToolStripMenuItem.OnClick (System.EventArgs e) [0x00000] in <filename unknown>:0 at System.Windows.Forms.ToolStripMenuItem.HandleClick (Int32 mouse_clicks, System.EventArgs e) [0x00000] in <filename unknown>:0 at System.Windows.Forms.ToolStripItem.FireEvent (System.EventArgs e, ToolStripItemEventType met) [0x00000] in <filename unknown>:0 at (wrapper remoting-invoke-with-check) System.Windows.Forms.ToolStripItem:FireEvent (System.EventArgs,System.Windows.Forms.ToolStripItemEventType) at System.Windows.Forms.ToolStrip.OnMouseUp (System.Windows.Forms.MouseEventArgs mea) [0x00000] in <filename unknown>:0 at System.Windows.Forms.ToolStripDropDown.OnMouseUp (System.Windows.Forms.MouseEventArgs mea) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.WmLButtonUp (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.ScrollableControl.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.ToolStrip.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.ToolStripDropDown.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control+ControlWindowTarget.OnMessage (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control+ControlNativeWindow.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.NativeWindow.WndProc (IntPtr hWnd, Msg msg, IntPtr wParam, IntPtr lParam) [0x00000] in <filename unknown>:0 exception inside UnhandledException handler: Cannot call Invoke or BeginInvoke on a control until the window handle is created exception inside UnhandledException handler: Cannot call Invoke or BeginInvoke on a control until the window handle is created exception inside UnhandledException handler: Cannot call Invoke or BeginInvoke on a control until the window handle is created exception inside UnhandledException handler: Cannot call Invoke or BeginInvoke on a control until the window handle is created exception inside UnhandledException handler: Cannot call Invoke or BeginInvoke on a control until the window handle is created exception inside UnhandledException handler: Cannot call Invoke or BeginInvoke on a control until the window handle is created exception inside UnhandledException handler: Cannot call Invoke or BeginInvoke on a control until the window handle is created exception inside UnhandledException handler: Cannot call Invoke or BeginInvoke on a control until the window handle is created exception inside UnhandledException handler: Cannot call Invoke or BeginInvoke on a control until the window handle is created exception inside UnhandledException handler: Cannot call Invoke or BeginInvoke on a control until the window handle is created exception inside UnhandledException handler: Cannot call Invoke or BeginInvoke on a control until the window handle is created exception inside UnhandledException handler: Cannot call Invoke or BeginInvoke on a control until the window handle is created exception inside UnhandledException handler: Cannot call Invoke or BeginInvoke on a control until the window handle is created exception inside UnhandledException handler: Cannot call Invoke or BeginInvoke on a control until the window handle is created exception inside UnhandledException handler: Cannot call Invoke or BeginInvoke on a control until the window handle is created exception inside UnhandledException handler: Cannot call Invoke or BeginInvoke on a control until the window handle is created Method: "mono ckan.exe" File > Install from .ckan > [above error output] > [crash to desktop] > [taunt user] Edit: On a lark, I attempted this is Windows7. While my modlist is VASTLY beyond the 32-bit RAM limit, I attempted this for CKAN troubleshooting purposes only. See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at CKAN.NetFileCache.CreateURLHash(Uri url) at CKAN.NetFileCache.GetCachedFilename(Uri url) at CKAN.NetFileCache.IsMaybeCachedZip(Uri url) at CKAN.GUIMod..ctor(Module mod, IRegistryQuerier registry, KSPVersion current_ksp_version) at CKAN.Main.installFromckanToolStripMenuItem_Click(Object sender, EventArgs e) at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ToolStrip.WndProc(Message& m) at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll ---------------------------------------- ckan Assembly Version: 0.0.0.0 Win32 Version: 0.0.0.0 CodeBase: file:///C:/Users/MisterFister/Desktop/ckan.exe ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.34238 built by: FX452RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.34251 built by: FX452RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.34270 built by: FX452RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.34234 built by: FX452RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- Microsoft.GeneratedCode Assembly Version: 1.0.0.0 Win32 Version: 4.0.30319.34234 built by: FX452RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- Microsoft.CSharp Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.34209 CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.CSharp/v4.0_4.0.0.0__b03f5f7f11d50a3a/Microsoft.CSharp.dll ---------------------------------------- System.Numerics Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll ---------------------------------------- System.Dynamic Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.34209 CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Dynamic/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Dynamic.dll ---------------------------------------- Anonymously Hosted DynamicMethods Assembly Assembly Version: 0.0.0.0 Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_64/mscorlib/v4.0_4.0.0.0__b77a5c561934e089/mscorlib.dll ---------------------------------------- System.Transactions Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_64/System.Transactions/v4.0_4.0.0.0__b77a5c561934e089/System.Transactions.dll ---------------------------------------- System.Runtime.Serialization Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.34234 built by: FX452RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Serialization/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Serialization.dll ---------------------------------------- System.Xml.Linq Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml.Linq/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.Linq.dll ---------------------------------------- System.Data Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_64/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll ---------------------------------------- System.EnterpriseServices Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_64/System.EnterpriseServices/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.EnterpriseServices.dll ---------------------------------------- Accessibility Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
  19. Oye vey. Running into my own troubleshooting issues in Linux 64-bit, I decided to export my .ckan, uninstall the game, delete the files, and reboot. I thereby reinstalled from Steam, and then made new folders on my desktop to support multiple versions (which I hadn't had before.) I redownloaded CKAN.exe (mono remained installed from before) and now CKAN quits to dekstop with no visible error message whenever I try to load from my .ckan file. This is true with new .ckan files that I made for testing purposes just now as well as the one I backed up from before. Am I doing something wrong? The size of the .ckan doesn't seem to determine my outcome, but it might be worth mentioning that my intended .ckan contains ~125 mods at this time.
  20. Any word on if this mod will be updated by the mod author to reflect compatibility with v1.0.4? It's still flagging as being keyed to v0.25.
  21. I don't think you addressed his question. He's trying to install RO and CKAN is under the impression that there's an overwrite problem. C3nturionsparta, since you specified that you only have the Squad folder in your GameData, implying a naked install, I suggest you purge and reinstall. If you're using Steam, right click KSP in your game library, select "delete local content," and then reinstall from scratch. Then re-run CKAN and report back. - - - Updated - - - I'm running into an issue with installing ubuntu-tweak, but I'll troubleshoot that separately and report back. I throw an error in Terminal when attempting to add the repository and then update to recognize it. I'm aware of the web download, but I prefer to add repositories from commandline whenever possible. Thanks for the info. Edit: It appears that the ppa:tualatrix/ppa is throwing fetch-404-not-found errors on the apt-get update. As a result, the install ubuntu-tweak is erroring out due to no packages found. Edit2: Yeah, http://ppa.launchpad.net/tualatrix/ppa/ubuntu/dists/vivid/(...) doesn't exist. It terminates at Trusty 14.10. Thanks, though! Edit3: I surrendered and ran the browser install. Neat little gizmo. I found several useful settings, but I'm still not sure which font category is responsible for the CKAN gui, as I increased all available fontsizes with no visible change in CKAN, including after quitting and restarting.
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