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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. New release, 0.3.0.1 Merged in Iberi CoHabitation mod (Porkjet's parts) with @porkjet's permission Fixed the part: PA-Z0650 Small Centrifuge, added INTERNAL and ModuleConnectedLivingSpace Added INTERNAL to iberico_hab506 Added INTERNAL to iberico_hab303 Added AssemblyFileVersion Updated version file for 1.12 Added tags to many of the parts
  2. Dump will dump the tips into the log file Files aren't shown, the filter is used at runtime to decide which images to use Tips file is one tip per line
  3. New beta, 1.4.0.1 Fixed the following issues: Missing textures on "Lack's Carbon extractor" and "Lack's water purifier" Missing running sounds on "Sobek", "Junit" and "Hathor" engines Added patch to allow both Kethane and Karbonite to be used in the IFS Switch I haven't touched the part costs. I'll let @hypodronic look at that.
  4. While looking for this, I also found a number of parts which had no category, which caused them to not show up. For now, since all the ones missing were life-support related, I'm putting them into the Utility category, which can be changed by MM patches when a LF mod is installed Edit: I've fixed the first two, looks like the sound issue might be missing braces, looking at that now Edit 2: Fixed the sound on the Sobek, needed to adjust some values, wasn't a missing brace issue after all. The Junit and Hathor will probably be the same
  5. Did you wait until you got to the space center? I believe the default location is near the lower right corner
  6. I think I figured out the issue, looks like some code got disabled by mistake. Working on restoring it now New release 0.3.1 Restored the F8 functionality to show the FPS on screen
  7. New release, 1.2.8 Added UserLoadingScreens as a second default folder @BrigadierThe default time interval is set to 5 seconds, but that's only when run for the first time.
  8. LSM adjusts screen display time after each game start. I'll see if I can see if the frequency is too fast at initialization
  9. Hi all, Working on a regular beta release, with it's own page I'll link the page when active, please do not go looking for it right now since it's still under construction
  10. Forum user @Balto-the-Wolf-Dog made this mod 5 years ago. He's retired from modding, but graciously allowed me to adopt this and get it update for 1.12. The original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/134976-131-prakasa-aeroworks-pods-and-more/ V0.8.0 (Southern Cross Plays Softly in the Distance) Welcome to the Prakasa Aeroworks Release Thread Freshly imported from an interstellar race with no Prime Directive, Prakasa is a pack aimed at aircraft and spaceplanes, namely with the objective of filling the 2.5 meter void between the diminutive Mk2 and massive Mk3. The parts are themed towards a somewhat more distant future than stock, offering greater interior space and a cleaner, spaceship-er aesthetic. The focus is on pods and associated IVAs, but propulsion, utility, and aerodynamic parts are included/being developed as well. Propulsive balance favors large, heavy parts with a lot of power behind them for the sake of aesthetically pleasing lines/aerodynamic viability/framerate over engine clusters. Key Features Lots of pods across all form factors (save 0.625), ALL featuring complete IVAs for maximum comfy. I've lost count exactly how many, and don't feel like counting them up. SCRAMjets and nuclear turbines a variety of form factors Ion engines for 1.25 and 2.5 form factors, with generators to support them Comfy Crew Cabins and Science Modules so you can literally stare into space while burning many hours working on stellar spectrographs Engine design suited to minimizing part count (powerful, versatile, heavy, physically large engines) Custom Engine Effects Futurist A E S T H E T I C My very own fuselage profile with associated adapters Big crew cabins with fuel included Tenuous story canon that probably nobody cares about except me A great cross section of my progress from sucking to being decent Image Album: Reviews: (A pretty old one, but it'll do) Current Features Seven 2.5m pods with IVAs Three 1.25m pods with IVA Two Mk3 pods with IVA One Mk2 pod with IVA 1.25m SCRAMjet 1.25m Ion Engine 2.5m Ion Engine 1.25m Fuel Tanks 2.5m Fuel Tanks 1.25m Hybrid Nuclear Turbojet 2.5m Hybrid Nuclear Turbojet 1.25m Intake 2.5m Intake 1.25m Generator 2.5m Generator 2.5m Hybrid SCRAMjet MK2 Three Function Engine 2.5m Structural engine housing for 1.25m engines 2.5m Passenger Cabin with windows mounted high to allow for center mounted wings. 2.5m Science module THAT DOES SCIENCE! Notes RPM required for full IVA functionality This mod is primarily wish-fulfillment on my end (having sprung from a Laythe flying boat project for which I couldn't find a suitable pod) but if you've recommendations, I'm happy to hear them. Availability Source code: https://github.com/linuxgurugamer/PrakasaAeroworks Download: https://github.com/linuxgurugamer/PrakasaAeroworks/releases License: CC-NC-SA-4.0 Now available via CKAN Changes from old mod Updated EC usage on the Saavadhan engine Thanks to forum user @ColdJ for tagging all the parts Fixed all node sizes Fixed all bulkheadProfiles Reorganized into smaller directories which match stock Added two beta cockpits which are somewhat unfinished
  11. New release, 1.4.1.8 Fixed dummy AVC-dLL in the ZeroMiniAVc from being detected as a duplicate dll
  12. Still no clue. As a final test, could both of you manually remove the ZeroMiniAVC directory from the GameData and see if that makes any difference? I was just able to reproduce it, so give me a little time to figure it out Edit: I've identified the problem, will be able to get a fix out soon. Thank you for your patience
  13. Wow, looks great. I’ll download it this evening, wil try to get a release out in the next day or so.
  14. Yes, and that is listed as a dependency, did you have it installed? If not, it won't load. If that's not there, the game won't load. Assembly-CSharp.dll IS the game
  15. Could both of you zip up your KSP-AVC directory and send it to me? Include the ZeroMiniAVC in the same file, please
  16. New release, 1.4.1.7 Version bump to verify locations @Brigadierplease try this
  17. no, it shouldn't. And I tested with both installed This can be ignored, I will be doing some more work over the weekend. If nothing else, i suppose I could just remove it
  18. No need to do that ZeroMiniAVC has an internal dummy copy of KSP-AVC, I just wanted to be sure there wasn't a bad version somewhere After doing the removal of the KSP-aVC from the cache and reinstalling, did that change anything?
  19. Strange. ‘ Please verify that there isn’t a KSP-AVC.dll in the GameData, also, please reinstall the ZeroMiniAvc you can ignore the message, but I’ll see if I can recreate it sonehow. oh, and see if you can delete it from the CKAN cache dir.
  20. If I get a chance, I will, may take a little while since I only get in my game about 1-2/week
  21. oh, something is off. For now, remove it and reinstall it, I'm not seeing the message on my test system. But it isn't reporting the correct version in the log file, I'll have to fix that I take that back, you do have 1.4.1.6 installed, I was looking at the wrong line Let me know how it goes after the reinstall
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