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KSP2 Release Notes
Everything posted by linuxgurugamer
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Without a log file, it's rather difficult to say. Are you running a Steam install? If so, how are you creating a clean install?
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You need to provide a log file. Most likely something is getting nullrefs
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[1.9.x] Vertical Velocity Controller Redux
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Sounds like you need to check CKAN: Settings->Compoatible Game Versions, and make sure that 1.8 is checked -
I have a beta for anyone who is experiencing the KeyNotFound error https://www.dropbox.com/s/mv6c65adu50mpw0/GravityTurn-1.8.1.6.zip?dl=0 Please try it out and let me know how it goes. IMPORTANT You MUST remove the old DLL by hand before copying this over. The DLL has been renamed. If you don't remove it, then the Kraken may be woken up
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Hi all, Since I haven't heard anything bad from the latest internal beta, I'm opening it up for general testing. DO NOT USE IN CAREER GAME AT THIS TIME!!! Changes Forked repo from @tetraflon Rafterman82 Merged in CarnationRED's changes Linuxgurugamer Merged in Rafterman82's merged changes Created LGG csproj file Added deploy.bat Added buildRelease.bat Added AssemblyVersion.tt Added InstallChecker Moved .version file into main directory Reenabled FAR references Added build flag to allow building without FAR Added the Localization files into B9_Aerospace_ProceduralWings\Localization Renamed source directory to remove spaces Reformatted .version file Added BUILD to .version file Linuxgurugamer Fixed settings page, updated title of settings page Updated .version file Linuxgurugamer Added new settings to control the activation Added code to allow activation just by hovering Added ability to lock wing layout Added support for the Changelog mod Full TU support and metallic textures Linuxgurugamer Update TU support to let the TURD patches be primary Linuxgurugamer Fixed dragging handles so that they closely follow the mouse movement Changed "state" var from int to Enum for better readability Restored missing localization entries Fixed handles locking up when using hovering mode after 2nd part attachment Linuxgurugamer Removed hover code Adjusted initial location of window in the editor to not be on top of the parts list Adjusted text and spacing for fuel tank configuration Minor optimization for fuel tank display (eliminated a string assignment) Remerged JRodriquiz's TU support Restored Changelog support https://github.com/B9-Procedural-Wings/B9-PWings-Modified/releases/tag/0.43.0.6 Please test this both with and without FAR. I am especially interested in hearing of any oddities when using without FAR
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This is a small mini-mod written by forum user @FruitGoose. For his own reasons, he decided to leave, and turned them over to me for support. original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/201898-_/ Please note that I have consolidated all of his mods into a single Github repo for ease of support. They are still in their individual directories. The main Github repo is here: https://github.com/linuxgurugamer/FruitKocktail Vertikal Speed Indicator Description This is a very simple mod which gives a quick reference to your ship's vertical speed direction by changing the colour of the NavBall text according to whether your ship is ascending or descending. This has been designed with newer players in mind, although more experienced players may find it helps fine-tune their throttle control skills. When trying to land manually and reducing their velocity, newer players can often 'overburn' resulting in their vertical velocity changing directions (they start taking off again!) Many tutorials will advise setting the NavBall SAS mode to "retrograde" which makes sense given that's where you'll be landing, however, in the above scenario that can result in the ship flipping upside down (due to the prograde/retrograde markers switching positions) which many new players (and many experienced!) can often struggle to recover from. Unfortunately, the stock game gives very little information regarding this situation. Quite often, the speed indicator will jump from say -3 to 3 without the player being aware. Also, the VS dial at the top of the screen is (i) too small; (ii) too inaccurate; (iii) in the wrong place; (iv) unnecessarily complex; (v) too hard to get basic information from at a glance. This mod attempts to address the above issues by giving the player an easy to read, instantaneous indication of their vertical speed direction. It does this by changing the text on the NavBall to red when descending and back to green (stock colour) when ascending. In theory, and with plenty of practice, it would become possible to land manually in a controlled fashion without locking the SAS to retrograde. It also makes skills such as hovering easier to learn and master as you can get instant feedback when dealing with very fine throttle (and therefore vertical velocity margins). Details The mod activates when the NavBall is set to "Surface Mode". It does not function when set to "Orbit" or "Target". When in Surface Mode, if the vessel is descending towards the ground, the text turns red. If it is ascending, it turns green. When the vessel lands, it switches back to green. In Pictures We're ascending. We know this because it's green * We're descending. It's now red. ** * there may be additional clues, like the launchpad is getting smaller. ** there may be additional clues, like the launchpad getting bigger and/or crashing. New Dependencies Click Through Blocker ToolbarController Availability GitHub: https://github.com/linuxgurugamer/FruitKocktail/releases Spacedock: soon Source - https://github.com/linuxgurugamer/FruitKocktail License: MIT CKAN - soon
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This is a collection of small mini-mods written by forum user @FruitGoose. For his own reasons, he decided to leave, and turned them over to me for support. original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/201227-fru Please note that I have consolidated all the mods into a single Github repo for ease of support. They are still in their individual directories. The main Github repo is here: https://github.com/linuxgurugamer/FruitKocktail All of the mods which had toolbar buttons and windows now have new dependencies Dependencies Click Through Blocker ToolbarController Introduction This is a small collection of mini mods which I would class as "life improvement" mods. They were created to address my lack of patience when playing the game, so their aim is to speed up some of the more mundane day-to-day tasks. Although many will not understand this, if you do then hopefully you will get some enjoyment/relief from these! Additionally, as I have to play on a pretty low-spec laptop, I've tried to design them to be as "lite" as possible. My game is also swamped with taskbar icons so I've refrained from using any for these on principle; again I know that's not popular but many don't need one anyway. I've listed each mini-mod separately to save having to install something you don't want. Please don't change the folder structure as some of the data is hardcoded to be located where it is and the mod will not work! They will all reside inside a "FruitKocktail" parent folder inside GameData. UPDATE: At the request of some forum users, I've now included the option to download them all together inside 1 package; this can be found at the end of this post. P.L.U.M Parachutes? Let's Use Maths! Description Ever wondered the most efficient number or type of parachutes you need to safely land your vessel? Ever wanted to land at a certain velocity using parachutes to stop more valuable parts exploding? Ever wanted to land a large vessel using parachutes but have no idea where to start? You need a juicy PLUM. PLUM adds a menu in the Editor which analyses the target landing planet, your craft and parachutes used and then calculates an approximate landing velocity. You can then use this information to check whether you need more or less chutes and the approximate landing velocity etc depending on your requirements. The calculations for this are inspired by this thread by Gaarst who managed to calculate some of the formulae required. The figures he came up with are now out of date so needed tweaking a little but the principle remains the same. Instructions Build the landing part of your craft only and add some parachutes. Click on the PLUM toolbar button to open the menu. Select your preferred planet/moon and your preferred maximum landing velocity. PLUM will calculate and display some interesting info used in the calculation and at the end will display an approximate landing velocity. If it is below your max setting, it will be green; if it is above, it will be red (this is for quick reference based on the max velocity selection - it may be safe to land when red or dangerous when green...) You can now add or remove parachutes to adjust the calculated approximate velocity. To find how many chutes you need for a particular vessel, it works exactly the same; just add chutes until the velocity is at an acceptable amount. You can now create & save up to 9 custom profiles using the new options menu which covers add-on planets etc. Notes although reasonably accurate with simple setups, PLUM is intended as a basic guide only. Quite often (especially with multiple chutes/complex vessels/multiple chute types) there will be some error in the calculation. I've tried to limit it to around 10% as a compromise but there are a few variances such as vessel drag (and I believe a hidden modifier) which means I'm currently unable to calculate every instances perfectly. The manufacturers accept no responsibility for any destroyed vessels.... USE AT YOUR OWN RISK! The game gives a bonus for using radial chutes in symmetry. This is taken into account within PLUM's calculations. The custom profiles are saved in their own data file (.plum). It is recommended you do all editing within KSP however if you wish to edit these manually, YOU MUST ENSURE THEY FOLLOW THE SAME SYNTAX AS WRITTEN OR VERY BAD THINGS MAY HAPPEN! In Pictures Reveal hidden contents New Depencencies Click Through Blocker ToolbarController Availability Github: https://github.com/linuxgurugamer/FruitKocktail/releases Source Code: https://github.com/linuxgurugamer/FruitKocktail License: MIT Available via CKAN P.R.U.N.E.S Potentially Really Useful New Editor Sorter Description Believe it or not, this mod was 5 years in the making. I happened to stumble on the solution whilst working on something else! When you go into the Editor, do you find yourself constantly sorting the parts by something other than the default (and frankly useless) "Sort By Name" setting? Do you, like me, find constantly having to press the "Sort By" option you do want a really tedious and unwelcome affair? You need a tin of prunes. PRUNES automatically sorts your parts by the order you want. You can choose your preferred sort option in the Pause -> Settings -> Difficulty Options menu (i.e. where the advanced options are) by moving the slider to choose between Name (the default setting), Mass, Cost or Size. You can also specify whether you want them to be ascending or descending. When you go into the Editor, the parts will be sorted as if someone had pressed the button for you! The mod sets the default to Sort By Mass/Ascending which seems to be the common request amongst players, although I personally prefer Sort By Size but that's just me. Availability Github: https://github.com/linuxgurugamer/FruitKocktail/releases Source Code: https://github.com/linuxgurugamer/FruitKocktail License: MIT Available via CKAN A.P.P.L.E. Automated Popular Pre-Launch Experiment Description This is a collection of mini mods within a mini-mod. It started off as turning the SAS on for launch by default but has now grown into a boring task beating behemoth. APPLE does the following: Automatically enables SAS for launch for ships, probes and planes but not for rovers or anything you wouldn't want it turned on for. Automatically sets the UI display at the bottom left to Maneuver Node mode (to display distance to Ap/Pe) - my preferred setting - for ships/probes. Automatically applies brakes to rovers and planes at launch to stop them rolling away. Automatically turns vessel lights on and off, depending on whether it is dark or not. Automatically turns Kerbal's helmet lights on and off, depending on whether it is dark or not. Automatically lowers/raises Kerbal's visor depending on whether it is dark or not. Automatically remove/add Kerbal's helmet if it is safe to do so/unsafe to have removed. Automatically sets the NavBall to the Node setting when you create a maneuver node. Automatically deploys and retracts landing gear, based on the altitude of your vessel. Warp lead time changed from 30s to 10s. Notes Options can be individually toggled on or off through the Pause Menu options. The auto lights feature only works for the active vessel, to save resources. Sometimes the persistent Kerbal helmet setting will prevent the Visor from working. This can usually be overcome by manually lowering/raising Visor which seems to reset it. Some mod landing legs won't deploy automatically (but will retract?!) so don't rush to land just in case! (they should deploy by 1000m above the surface). Availability Github: https://github.com/linuxgurugamer/FruitKocktail/releases Source Code: https://github.com/linuxgurugamer/FruitKocktail License: MIT Available via CKAN P.E.A.R. Programmatic Extension And Retraction Description Are you sick of hunting around in the dark to try and find each solar panel, radiator and antenna to manually extend/retract? Forgot to set them as an Action Group in the Editor but only found out 10 minutes into your mission? You need a slice of PEAR. PEAR adds a 'microprocessor' to each solar panel/radiator/antenna to link them together inside a network of sorts. This means you can control ALL extendable items through one. Right click on any panel/radiator/antenna. On the pop up menu, you will have the option to "Extend All Extendables" (or "Retract All Extendables" if they're extended). Simply click and all within the network will extend (or retract). To remove a part from the network (in editor or flight) click on the "PEAR Toggle" which will stop the part being included. To re-add, just toggle again. There is a status which confirms the current setting. All parts still conform to stock requirements, that is you still can't deploy a panel that's stowed or an antenna in the atmosphere etc. As a bonus, the "one-shot" stock panels are now retractable. Add on parts will work assuming they use stock part modules. Notes The stock Ox-Stat fixed panel is extremely problematic as it uses the same part module to handle deployment even though it is obviously not deployable. You would think it would be programmed to ignore any request to extend but alas no, as it actually includes animation parameters. Unfortunately these produce NRE spams. Therefore, I have had to create a "blacklist" of parts that shouldn't be included in PEAR. If you have an add-on panel that causes similar, it can be added to the blacklist (inside PluginData) which will allow the mod to function correctly (please let me know as well so I can add it for distribution). Dependencies ModuleManager Availability Github: https://github.com/linuxgurugamer/FruitKocktail/releases Source Code: https://github.com/linuxgurugamer/FruitKocktail License: MIT Available via CKAN O.R.A.N.G.E. Oh Really? Another Name Generating Endeavour? Description Do you struggle to come up with new names for your vessels? Sick of settling for "Hermes" or "Voyager"? You need a segment of ORANGE. This is a 'lite' naming generator that randomly generates a vessel name based on a set of saved names. In the editor, right click on any "command module" (command pod/probe core etc) and press the "Change Name" button. A new name will be generated and inserted into the vessel name box at the top of the screen. If you don't like it, just click again to generate a new one! The names are generated from 2 text files. You can add/remove/edit the names to customise the choice (keep to the same format - one per line). You can also select from just one list if you desire (see readme inside PluginData for more details). Notes The name generation is completely random, but due to the words added and the nature of generation, sometimes it throws up some "risque" names. This is purely random and not intentional, apologies if you are easily offended by such things. Dependencies ModuleManager Availability Github: https://github.com/linuxgurugamer/FruitKocktail/releases Source Code:https://github.com/linuxgurugamer/FruitKocktail License: MIT Available via CKAN L.I.M.E. Lie In Must Ensue! Description I personally like to launch my rockets in daylight, therefore I'm an avid user of the "warp to sunrise" button. Unfortunately, the stock sunrise is still too dark for my liking so this mini-mod changes the definition of sunrise to an hour later, when it is bright and sunny! Additionally, you now have the option to select your preferred warp to time, either sunrise (the stock setting), sunny (LIME), sunset or midnight, depending on your requirements. Go on, have yourself a lie in. New Depencencies Click Through Blocker ToolbarController Availability Github: https://github.com/linuxgurugamer/FruitKocktail/releases Source Code: https://github.com/linuxgurugamer/FruitKocktail License: MIT Available via CKAN F.I.G Filling Inventory Generously Description Managed to destroy a solar panel on your ship and now have no power? You check the crew manifest... there is an Engineer onboard - great. Let's get him to repair it... wait, you forgot to bring any repair kits didn't you? Hardly surprising given the tedious nature of loading the inventory with them. This mini-mod addresses this issue by adding a full stack of repair kits to any empty slot contained within a command module. Fill any slots inside your Command Pod with items as you desire inside the Editor. Then when you launch, any that have not been filled will be filled with repair kits. Dedicated cargo storage is NOT filled, as there is the potential for hundreds of repair kits to be loaded which is both unnecessary and unrealistic! Availability Github: https://github.com/linuxgurugamer/FruitKocktail/releases Source Code: https://github.com/linuxgurugamer/FruitKocktail License: MIT Available via CKAN M.A.N.G.O. My Antennae Never Go Offline Description This mini-mod attempts to address the issue of the "not enough power!" spam message when you transmit science. It does this by re-balancing the mechanics involved. Basically: This mod looks at the vessel and checks the number of solar panels and their ability to generate electricity, as well as the number/type of antennae and their ability to transmit data. Depending on the results of the above, it then sets a transmission time in a balanced fashion (basically more/better solar panels/antennae = less transmission time), reduces the electricty usage to help prevent the no power spam, and then reduces the amount of electricity a solar panel generates as means of payment/compensation. The end result is the player should be able to transmit all data at the cost of TIME rather than ELECTRICITY; so the transmission will go through but it will take longer. Notes This isn't a "infinite electricity" cheat. You may still run out of electric if your vessel's current capacity is low. You need solar panels and antennae for this to work; if the vessel doesn't have any, it will not function. When you've unlocked the top-end panels/antennae, the data will probably transmit as fast as stock. This is to reflect the improved ability of these parts (and also you'll probably have less science to transmit anyway!) Dependencies ModuleManager Availability Github: https://github.com/linuxgurugamer/FruitKocktail/releases Source Code: https://github.com/linuxgurugamer/FruitKocktail License: MIT Available via CKAN Gas Repairs And Probably Expensive Snacks (G.R.A.P.E.S.) DESCRIPTION This mod attempts to address the issues associated with refuelling in orbit by providing a means to 'purchase' fuel from a fictional 3rd party vendor, without having to worry about mining and transferring fuel endlessly. This mod is based heavily on the style of "player choice" where most of the design decisions are handed over to the player to allow for a true custom experience. The mod contains 2 parts; a sign and a fuel card. The "sign", which can be attached to anything, gives the player the option of designing/building their own vessel/station etc using stock parts for example. The sign in effect "takes over" whatever it's attached to, allowing it to become a location for purchasing fuel. The fuel card is carried on the player vessel and holds credit which is used to purchase fuel. When a purchase is made, the funds are taken off the card, causing the player to use multiple cards or to plan refuelling accordingly. The fuel card holds 1000 K$ by default. The price of fuel/services varies according to where the station is at present, to reflect the transportation costs of the fuel. For example, near Kerbin the cost is close to stock (with a small commission added!) whereas by Eeloo, the cost is significantly higher. Add-on planets default at the highest cost modifier; custom prices for common planet packs may be added in the future. After fuel is purchased, a timer initialises which prevents the player from purchasing fuel again until the timer has ended. The timer is also based on the location of the station, again it'll take longer to deliver fuel to harder to reach places. INSTRUCTIONS - Design and build a station (with a docking port) that your vessel can attach to. When happy, attach the "Sign" to your station. Please note that the mechanics of the mod are such that the station doesn't have to physically be able to hold the fuel you may require; it's up to the player how they wish to design their delivery means; realistic or otherwise. - Add your station into orbit at your preferred location, by either transporting it yourself or cheating it with Alt-F12, again player choice. - Launch your vessel, ensuring you have a fuel card attached to it! - Dock with your refueling station, & click the GRAPES toolbar icon to bring up the purchasing menu. - On the purchasing menu, you will be given the current price list for the station, as well as the total cost to refuel your vessel and the amount of credit you have on board. You can then select to refuel, recharge your batteries or leave. - Assuming all goes to plan (ie you have enough credit!) your tanks will now be full if you chose Refuel (or part full if you have insufficient credit to fill them completely) and the cost will be deducted from your card. - IMPORTANT: recharging your batteries carries a fixed cost regardless of how much charge you require. There is a safety margin of 1 unit to prevent accidental spams. - Once fuel has been delivered, a timer will initialise. This is to reflect the station needing to be refueled from the depot. Much like the price difference, the time till delivery is dependant on the planet the station is orbiting. The timer, although accurate is not an "exact science". Sometimes there will be unforeseen delays which will hold up redelivery. LICENCE Models, textures & other objects associated with - Creative Commons CC-BY-NC-SA Code - MIT TODO Fix hardcoded planet names Add code to deal with non-stock fuels Dependencies ModuleManager Click Through Blocker ToolbarController Availability Github: https://github.com/linuxgurugamer/FruitKocktail/releases Source Code: https://github.com/linuxgurugamer/FruitKocktail License: MIT Available via CKAN If you prefer to download the mini mods together, you can now do so here: Github: https://github.com/linuxgurugamer/FruitKocktail/releases Dependencies ModuleManager Licence MIT
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Hi all, The files were sent to me. I’ve sent a message to @FruitGoose just in case he is intending to come back. Going to take a couple of weeks to get this all set up, I wasn’t expecting it. LGG
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If you have the binaries of PRUNES, and it is the MIT license, it can be decompiled. Contact me for help if you want Oh, and I’d be willing to adopt them.
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Ok. A fairly simple method, not the most efficient. Set the core as the target At the closest, go retro to the target and burn until the velocity is zero, this will get them moving at the same speed. point toward the target, and burn to get a closing velocity of 10-20 m/sec At the closest point, again, go retro and burn to equalize the speed. Repeat, reducing the closing velocity to lower numbers as you get closer.
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Well, it's probably working, just missing the icon. What happens when you click on the white box?
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- aerodynamics
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I looked at the log file you provided. It had the older version, it had the MiniAVC.dll, which I saw. I only have limited time, if you don't provide the right data, I can't help you. If you had provided a current log file with the current version (0.4.3.3) of the mod, then I would have looked a bit further. But once I find errors which can cause problems, I stop looking. Your post is rather big, with a lot of words, it's easy to miss a single line. Glad you figured it out. I hope you installed ZeroMiniAVC to make sure you don't have any old MiniAVC dll files, because those will definitely cause random issues