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KSP2 Release Notes
Everything posted by linuxgurugamer
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Weekly Challenge # 19 - Put on an Air Show!
linuxgurugamer replied to Dakota's topic in Challenges & Mission Ideas
It is not an easy maneuver, and I understand your confusion. The rudder keys are the A and D keys, the aileron keys are the Q and E keys Rudder keys control yaw, aileron keys control roll. I found this video, which is an instructor teaching how to fly a hammerhead with a radio control airplane. It's about 10 minutes long, and seems to be decent. Ignore the stuff about the radio control, and try to replicate what he does with the plane -
Weekly Challenge # 19 - Put on an Air Show!
linuxgurugamer replied to Dakota's topic in Challenges & Mission Ideas
Sorry to say, the hammerhead stall turn wasn't a hammerhead. You rotated via pitch, you need to rotate using rudder, and keep the airplane in the same plane -
Challenge idea
linuxgurugamer replied to paranoid android's topic in KSP1 Challenges & Mission ideas
Not enough info. Are mods allowed? Is there a minimum amount of time to stay there? Do you have to start from Kerbin? -
Keep in mind that the API and the parts are vastly different between the two games. It is impossible to write one mod for both games, and will remain so , it’s the nature of the beast. This means that there is a learning curve for each game from the modding level, and many KSP 1 modders, including myself, don’t have endless hours to learn a totally new environment. ‘This doesn’t mean that they (and myself) won’t get involved in KSP2 modding; I (and probably others) are waiting for the game to get more stable, AND to get official modding support . I do play KSP 2, and write the KSP2 Bug Reporter to make it easier to package up all necessary information when reporting bugs. I also write Less Wobbly, but am not planning on any more mods for KSP 2 until the official support is there
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totm july 2023 Threads of the month: July 2023
linuxgurugamer replied to adsii1970's topic in Threads of the Month
Maybe it wasn't nominated? Maybe, it was not posted in June? It was released on Wednesday, which was July 5, the TOTM was for threads from June. So, if you feel it should be, then by all means, go ahead and nominate it. But please do not criticize something which happened without considering all aspects. -
[1.12.x] Part Commander Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Thanks for the full descriptioni. I looked, PartCommander does not look at RT at all. I'll take a look at the RT api to see how difficult it would be to implement. -
Vote this up if you think it make sense, after watching it
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Really?
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[1.12.x] Part Commander Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Not enough information. AFAIK, it doesn't do anything with RT and signal delay, would have to look at the code to be sure. Be specific, and maybe so someone could help you -
[1.12] B9 Procedural Wings Fork, Modified
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Log file, please -
[1.12.x] Toolbar Controller (for modders)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 0.1.9.11 Updated internal assembly number, needed for new mod -
[1.12.x] Toolbar Controller (for modders)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 0.1.9.10 Added check for null image var when loading from file, if null, allocates a small texture first -
[1.12.x] Through The Eyes of a Kerbal
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I can take a look, thanks for identifying the problem Not really, not everyone nerds/wants PCR -
[1.12.x] Through The Eyes of a Kerbal
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Open an issue on github -
[1.12.x] Vessel Viewer Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Please test this in a basic install, see if it's a mod conflict or not. Also, test if it happens outsode the RPM window -
Here you go. Put this into a cfg file: This doesn't address the strength of the wheels, I suspect that the values are already pretty high
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New release, 3.4.5 Finally found the real problem for the Symmetry and AngleSnap keys get set to null, thanks to @NathanKell for pointing out what was happening. See full description in EditorExtensionsRedux.cs, line 513 Moved the code to set and reset the key values into methods to eliminate duplicated code and avoid errors For those who may be interested, this bug occurred in very rare (mostly) circumstances, and until recently I was unable to replicate it. It happened when the game settings got saved in the editor by either another mod or the game (there are a few times it does save the settings while in the editor), and then EEX was unable to save the correct settings upon exit, possibly due to a game crash. This left the Symmetry and AngleSnap keys in a bad state. The following is the comment I put into the code which describe the fix. // Following section is set to fix an old bug, where sometimes the Symmetry and AngleSnap keys get set to null // This is only a partial fix, which really just resets the keys to the stock default if a None value is detected. // It's caused by another mod saving the settings which now have the two values set to NULL by this mod, // and then for whatever reason, the game exits before EEX can save the correct settings. // The second part of the fix was adding the method OnGameSettingsWritten(), which watches for anything // which saves the Settings file. When that happens, the method will set the correct values to the keys, save it // and then set them back to what the mod requires. // // The SafeWrite is the third part of the fix, where the SaveSettings is prefixed by removing the event call, // saving the settings and then putting the event call back. This prevents an endless loop //
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Specifically which part, and I'll see if I can give you an example
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There are multiple fields for the resale, depends on hiw the part is configured
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