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linuxgurugamer

Bug Hunter
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Posts posted by linuxgurugamer

  1. 26 minutes ago, klyith said:

    I've written a new feature for myself where recovery distance from KSC gives a bonus/penalty to R&R time. (In my headcannon there's no way a Kerbal isn't ready to go back to space the next day. But I can imagine them getting very distracted on a trip home from halfway around the planet. Plus I need a reason to make mid-tech spaceplanes and lifting bodies in JNSQ.)

    Is this something that you'd be interested in LGG? Right now it's very basic, hardcoded and always on. If this is a thing you're like to incorporate I can work on settings / customization and make it respectable.

    Might be an interesting addition, I'd be happy to look at a PR

     

  2. 19 hours ago, Pappystein said:

    The only old school V0.18 to V.23 mod I am missing is the OG Escape pod (pod shaped thing with a combined airbrake/parachute on top)  It went defunct and lost with the move to Curseforge.  I don't even remember the name of it now....

    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. On 1/8/2025 at 5:04 PM, StarDagger said:

    Greetings LGG!

    Thanks again for enriching our game with all the amazing mods that you resurrect and maintain!

    I was wondering if it would be possible to add a "Assign Home Base" to a station or ground base that meets criteria (has gravity, spacious and comfortable). 

    Most of my operations are being moved to Zegler Station around Minmus, and those Kerbals will not be going back to Kerbin for a long long time, doubly so the ones deploying on deep space operations.  

    I'd like to be able to utilize the roster dynamics of this mod, but with a detachment from the Deep Well of Kerbin.

     

    Your in Deployed Plasma,

    Star*Dagger

    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. On 1/8/2025 at 4:35 PM, sardia2 said:

    I had this thought too. I'm also a returning space man with nothing but outdated mods. 

    I'm hoping someone knows a research and development mod substitute. 

    I'm sad this one is outdated. It was a favorite of mine.

    It's not that it's outdated, I'll actually be getting around to dong a small update for it, but it should work with 1.12.5.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. On 10/7/2024 at 5:18 PM, Angelo Kerman said:

    Although I've had a bad case of work and Satisfactory, I have been working on several bugs found in Sandcastle. I've updated the pre-release with the latest set of fixes, listed below:

    Bug Fixes
    - Fixed issue where Shipbreaker would get stuck if it had no storage capacity for a resource that it was trying to drain from the part being recycled.
    - Fixed issue where Shipbreaker would get stuck if the recycled part's dry mass or variant mass is negative. On a totally unrelated note, I need to update Buffalo 2...
    - Fixed issue where Shipbreaker wasn't emptying the inventory of stored parts from the ship being recycled.
    - Fixed issue where Shipbreaker would store recycled parts in the vessel that it was recycling.
    - Fixed issue where Shipbreaker's UI wasn't reflecting the parts that had been recycled.
    - Fixed issue with duplicated parts being added to the Shipbreaker's recycling queue.

    There's still more to do, but it's getting there. One thing I'm not sure how to handle is how to reflect the way that the Shipbreaker recycles parts. It is working by design but how I'm showing the list make it look buggy. The Shipbreaker works by adding all the parts that don't have children into the queue ahead of those that do. The UI shows the list of parts that are being worked on, and the list of parts that have child-parts that need to be removed before they can be worked on. As a result, the UI can look like it pulls parts from the bottom of the list when a part with child-parts has had its last child-part removed. I'm not sure how to represent the parts waiting to be recycled- maybe a different color? The same goes for the root part. It is the last part that will be recycled.

    @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

  6. On 1/1/2025 at 8:39 AM, KSA-O7 said:

    What about the already libmpg123-0 (libmpg123.so) linux version present in many distros ?

    • libmpg123-0
    1. /usr/lib/x86_64-linux-gnu/libmpg123.so.0
    2. /usr/lib/x86_64-linux-gnu/libmpg123.so.0.46.7
    • libmpg123-0:i386
    1. /usr/lib/i386-linux-gnu/libmpg123.so.0
    2. /usr/lib/i386-linux-gnu/libmpg123.so.0.46.7


    Because it looks like the Windows libmpg123-0.dll version is a port of this one.

    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.  

     

  7. On 8/24/2024 at 5:10 PM, Second Hand Rocket Science said:

    Old thread, but is there a way to add my own sounds? I'd like a less startling alarm for running out of EC, as I frequently do.

    Just saw this.  Yes, you can put your own .wav sound into the GameData/DangerAlerts/Sounds directory

  8. 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:

    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.

    kspmodpartspreview_by_turbopastry-d76are4.jpg

    Updated!

    kspupdate102_by_turbopastry-d7787s8.jpg

    -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

  9. On 7/29/2024 at 3:34 PM, Xt007 said:

    @linuxgurugamer Playing with this plus probe control room and ksa iva.  The external view from the camera I'm using had a black dot in the middle, did some digging and found the camera translations from the part configs to the rpm patch in the MM scripts folder don't match.  Matching them solved the issue.

    RPM.cfg

    @PART[hc_kazzelblad]:NEEDS[RasterPropMonitor]:AFTER[RasterPropMonitor]
    {
        %MODULE[JSIExternalCameraSelector]
        {
            %name = JSIExternalCameraSelector
            %cameraContainer = Cylinder
            %rotateCamera = 0,0,0
            %translateCamera = 0,0,0
            %cameraIDPrefix = ExtCam
        }
    }

    hc_Kazzelblad part config


    //    MODULE
    //    {
    //        name = HullCamera    
    //        //cameraName = SciCam
    //        cameraName = KazzelBlad
    //        cameraForward = 0, 1, 0
    //        cameraUp = 0, 0, -1
    //        cameraPosition = 0.0, 0.25, 0.0
    //        cameraFoVMax = 20
    //        cameraFoVMin = 4

    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

  10. On 12/26/2024 at 1:20 AM, Drew Kerman said:

    hey there  @linuxgurugamer - There's a file in the LLL folder that threw an error in the log because it was missing a second BulkheadProfileDefinition - when I added it the error went away.

    However then I came across this mod:

    Which is not listed as dependency but seems to be what is needed for BulkheadProfileDefinition to have any effect?

    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

  11. On 11/20/2024 at 4:57 PM, Drew Kerman said:

    @linuxgurugamer the 3.75m service bay config was missing the Asset folder path for the model

    Easy fix for anyone until a new release:

    1. Open [your game install]\GameData\KerBalloons\Parts\ServiceBays\ServiceBay_375.cfg in a text editor
    2. On line 10 change "Squad/Parts/Utility/ServiceBay_v2/ServiceBay_250_v2" to "Squad/Parts/Utility/ServiceBay_v2/Assets/ServiceBay_250_v2"
    3. Save
    4. Profit!

    I'll get this fixed today

  12. 3 hours ago, Kodie said:

    i doubt anyone will reply but are any mods or dlcs required? it doesnt seem to work on the latest version

     

    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?

     

    3 hours ago, Kodie said:

    i doubt anyone will reply but are any mods or dlcs required? it doesnt seem to work on the latest version

     

    You need the two DLCs installed

  13. 9 hours ago, KeaKaka said:

    This might be an odd question but is there any way to make the EngineIgnitor module point to a specific ModuleEngines on the part?

    There's an engine part with two independent ModuleEngines and I'd like to add an ignitions limit to both, or at a stretch give them different amounts of relights but using the standard EngineIgnitor config layout it only applies to the first ModuleEngines in the part's config, giving the second ModuleEngines infinite relights.

    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

  14. On 8/29/2024 at 2:51 PM, Gargamel said:

    You need therapy.    You’re a hoarder ;)   

    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

  15. 1 hour ago, OrbitalManeuvers said:

    [LOG 13:58:25.107] AssemblyLoader: Loading assembly at C:\Kerbal Space Program\GameData\kRPC\GameData\kRPC\KRPC.DockingCamera.dll

    This is a really basic installation error that would have been avoided had you used CKAN. My recommendation is to delete everything from the GameData folder, then use Steam to verify files (it will put back the Squad stuff), and then use CKAN to install mods. 

     

    Thank you for looking at this, and I totally agree with you about CKAN, it's the best way to install mods for KSP

  16. 5 hours ago, Talavar said:

    I'm going to pretend that I know absolutely nothing about anything you described in the mod post. Now lets pretend that I'm not pretending... lol.. How does this thing actually work? How do I generated antimatter?

    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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