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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Might be an interesting addition, I'd be happy to look at a PR
  2. There is this: if you have any old ships with that part, send it to me, I'll see if I can find it anywhere
  3. It's an interesting idea. I'll think about it, but it's not going to be that easy to implement, given the way it works.
  4. It's not that it's outdated, I'll actually be getting around to dong a small update for it, but it should work with 1.12.5. The main problem with it is that it's incompatible with many other mods which change values on the fly, such as B9 Part Switch
  5. You could always do a copy/paste. Would be nice to know which moderator said that as well
  6. @Angelo Kerman It seems that you may have (for now) stopped work, or at least have a hiatas. Do you think you could update the prerlease to a full release? I also just submitted a small PR to fix a typo in a file
  7. I don't think this mod will work on Linux (I could be wrong), because of the libmpg dll file. I haven't done anything with KSP on Linux for a number of years, so can't really address that.
  8. Just saw this. Yes, you can put your own .wav sound into the GameData/DangerAlerts/Sounds directory
  9. Old mod I've updated Original thread here: Previous adoption by @a__gun here: This is a fully updated release of the mod, updated with tags, all textures converted to dds and a number of small bug fixes/adjustments Availability: Spacedock: https://spacedock.info/mod/3800/TurboNisuFinalized Github: https://github.com/linuxgurugamer/TurboNisuFinalized License: Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License Also available via CKAN Support me on Patreon: https://www.patreon.com/linuxgurugamer Original page is reproduced here: Here's a small pack of parts that I feel this game still needs. I've always been bothered by having to use those adapters that don't do anything, attaching girders just anywhere and having to stick landing legs in uncomfortable places. So this is what I've got done so far to help make a bit prettier ships. Updated! -All parts are integrated into the stock tech-tree -Adapters work like regular fuel tanks v1.02 -New parts: Triangular Structural Plate 3 adapter pieces for light weight truss RCS fuel tank cap -Texture improvements -Minor improvements to models v 1.01 update: some grammar fixes in the part descriptions, thanks to a__gun! The previous adoption page is here: TurboNisuReloaded A stock-a-like parts pack Back in 0.23 TurboNisu appeared with some great looking stock-a-like parts. Unfortunately he only ever made one update to the pack and with the more recent releases of KSP some of the properties of the parts became unbalanced. Not wanting to let this pack fall into obscurity (And since TurboNisu generously licenced his parts in such a way as to allow redistribution), I have totally rebalanced every part in the pack to bring it in line with stock KSP as it is today. All 15 parts TurboNisu created have had all of their properties balanced in line with stock KSP, including cost, mass strength and fuel capacity. I have also adjusted the names and descriptions of the parts, to attribute them to the companies already existing within the game (Rockomax Conglomerate etc). Recent changes: Categorized fuel tanks as FuelTank rather than Propulsion Max temperatures bought in line 1.0 values Entry costs bought in line 1.0 values Fuel levels bought in line 1.0 values (Think this only really affects the tiny tanks) Attachment nodes fixed Added bulkhead profiles for sorting Download from Dropbox, last updated 06/05/15. As this is just a part pack compatibility shouldn't be broken with KSP updates When updates are released I will check the balance of the parts as soon as I can, but it is HIGHLY unlikely you will experience any issues in the meantime. The Parts 6 new fuel tanks, including adapters and endcaps Junctions for the stock girders (Available in T, L and + shapes) A new smaller girder size, also with a full set of junctions A triangular structural plate A basic, low tech landing leg Obviously all credit goes to TurboNisu for making these parts, I have just updated their cfg's. TurboNisu has endorsed my re-release of this pack. Any and all feedback would be appreciated. I still haven't checked the distribution of parts around the tech tree - feedback on this is especially welcome. Based on 'Stockalike parts for useful esthetics' by TurboNisu. Released under Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
  10. I'll merge these in during my next update, soon If you are still around @Xt007could you specify what changes are needed? You just showed the current configs above
  11. This is an old mod, not being updated anymore Thx, currently updating all of my mods, getting all the version files updated
  12. Can you verify that, please? I'm in the middle of a massive number of updates, if you can confirm it, I'll get it added as a depednency, otherwise, if you can send me a patch, or even highlight what's wrong, that would be great
  13. Remove it entirely, or just move it to a different stage? You can't remove it totally, but the easiest thing to do would be to move it to the last stage, then you can just activate it when you want
  14. New release, 0.6.0.1 Fixed path for the 3.75m servcie bay config to add the missing "Assets" Updated path for version file to pull from github.com
  15. I took a quick look at it. It's only 4 craft files, for KSP 1.11.0. Do you get any errors, and if so, what do they say? You need the two DLCs installed
  16. Not easily, it's been a while since I looked at this, but I don't recall seeing anything which would reference a specific engine module
  17. @ValiZockt Assuming this works in 1.12.5, it would be nice if you updated the mod on Spacedock and in the version file to specify the max KSP version is either 1.12.5 or (what I use) 1.12.99.
  18. Each to his own :-) There is this mod with all the old parts: and: https://spacedock.info/mod/42/Wernher's Old Stuff (WOS) by TiktaalikDreaming
  19. nah, just don't like seeing old stuff disappear. I know of a few other people who save every single version of a mod ever released. I have no idea why
  20. Thank you for looking at this, and I totally agree with you about CKAN, it's the best way to install mods for KSP
  21. What are you talking about? The last post before yours was 18 months ago, and nowhere does it say anywhere else in this thread anything about antimatter
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