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Everything posted by linuxgurugamer
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
linuxgurugamer replied to Probus's topic in KSP1 Mod Releases
Hope she is ok. Ping me if you need something done which you can't do. -
What is B9StockPatches, it's not in SXT
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[1.11.2] B9PartSwitch v2.18.0 (March 17)
linuxgurugamer replied to blowfish's topic in KSP1 Mod Releases
That would be nice, but beyond the scope of the adoption at this time. -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
linuxgurugamer replied to blowfish's topic in KSP1 Mod Releases
Just got this working I think it's more a matter of gravity, pressure, etc. The mod as last done by @Fengist had 36 parts, one for each possible variation. I've combined them into one, and am now able to control the B9 from code. And no offense, but I don't want to make this dependent on Kopernicus. -
Late, I know, but I will be adding this soon. Not sure if I'll integrate it with the tech tree or use Patchmanager
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[1.11.2] B9PartSwitch v2.18.0 (March 17)
linuxgurugamer replied to blowfish's topic in KSP1 Mod Releases
@blowfish Is there any way to have multiple "upgradeRequired" lines, where the second depends on the first? Here is my problem: I have 4 .mu files, one for each size from Size0 to Size3 There are 4 planets the parts will work on. For each planet, the required technology is different for each size. Also, each planet has a different texture for the part. For example, for Size1 the required technology for each planet is: Kerbin - engineering101 Duna - aerodynamicSystems Eve - aerodynamicSystems Laythe - aerodynamicSystems It gets more complicated the larger the size. Is there a way that a part module can tell B9 for a specific moduleID, which subtype to switch to? I can do this fairly easily in code, as long as the first selection is done by B9. But I can see it getting very complicated if doing it in config files. Thanks, and Happy Holidays -
@ensou04 I'm having a bit of a problem, just looking for some guidance. I have this installed along with the default configs, installed by CKAN. I also have (among others) the SpaceY pack installed. Other sound mods installed are (ignoring those sounds internal to a mod): Jet Sounds Continued - a set of patches and sounds for jet engines, no code Docking Port Sound FX - A small plugin and a couple of sound files Chatterer - A plugin and sound files RealPlume - A set of configs and sound files I suspect the culprit in my problem may be RealPlume. The issue is that the sounds of large engines (most recent I remember) seem to have a 2 to 3 second cycle, and the SpaceY Moa, for example, sounds and has the same cycle as the Mainsail. Are you aware of any interactions/incompatibilities with these? If not, then, other than the log file, what else would you need from me to assist. Right now the log file isn't available, I'll have to recreate it this evening. *** Edit: Just did some small tests, and it is indeed the RealPlume sounds which I'm hearing. Seems that RealPlume sounds are overriding this mod's sounds. I'll contact the RealPlume thread to see what they can suggest *** Edit 2: Question, I'd also like to make some configs for the various mods I have. Essentially I want to, for now, just use the equivalent sound from one of the stock engines. Would using the thrust values to determine a relative equivalent be reasonable?
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[1.11] RemoteTech v1.9.9 [2020-12-19]
linuxgurugamer replied to tomek.piotrowski's topic in KSP1 Mod Releases
You could use kas, but if you don’t have it on the vessel already, you would have to get the wrench or electric screwdriver out where it is needed. For this, you could use hyperedit. I suppose you ciukd edit the fule, but make a backup first -
[1.12.x] Click Through Blocker - NEW DEPENDENCY
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Correct. Nothing I can do about that, KSP doesn’t know about this mod and obviously doesnt use it. -
Symmetry in construction
linuxgurugamer replied to Souptime's topic in KSP1 Suggestions & Development Discussion
The other one does not come from the air, it needs to exist first. -
[1.9.x] OSE Workshop Reworked - KIS Addon
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
If you do work on this, please touch base with me so we don’t duplicate each other’s work -
[1.11] RemoteTech v1.9.9 [2020-12-19]
linuxgurugamer replied to tomek.piotrowski's topic in KSP1 Mod Releases
You could remove them with Construction mode (in 1.11) or KAS (1.10 and earlier). The antennas would need the part files updated (or a patch) replacing the RT modules with stock. -
Symmetry in construction
linuxgurugamer replied to Souptime's topic in KSP1 Suggestions & Development Discussion
No. I mean that symmetry implies multiple parts. Where are the extra parts coming from? Also, anything done in the field is not going to be as good as being built in the factory, vap, sph or whatever. I would, think that a way to snap parts into alignment might not be a bad idea -
Symmetry in construction
linuxgurugamer replied to Souptime's topic in KSP1 Suggestions & Development Discussion
I would agree with the better angle snapping, but totally disagree with the symmetry. Doesn’t make sense. -
Game crashing
linuxgurugamer replied to Spectr_F's topic in KSP1 Technical Support (PC, unmodded installs)
Try to reinstall Steam -
[1.12.x] Part Commander Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 1.1.6.2 Thanks to github user @guilucand for this fix: Fix leak caused by style cloning and texture reallocation -
[1.12.x] Far Future Technologies - October 9
linuxgurugamer replied to Nertea's topic in KSP1 Mod Releases
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[1.11.2] B9PartSwitch v2.18.0 (March 17)
linuxgurugamer replied to blowfish's topic in KSP1 Mod Releases
Only in the editor. I have three different parameters in three different modules: size planet payload These are used to look up some information in a table to set the parameters of the part (balloons in the KerBalloon mod which I’m updating. I’m using these three values to replace 36 individual parts with a universal part. Right now I'm looking at the values in FixedUpdate(), and if they've changed, then I do my lookup. Not a problem, thanks.. Finally, is there any way to restrict which values are available based on tech tree nodes? I can restrict it in the editor, but would be nicer if it was configurable. Would be fine if there was some way the mod could tell B9 how many in each module to allow (ie: first 2 of 4, etc) Edit: It seems to be working fine in the Editor, last issue I need to figure out is the tech tree question