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KSP2 Release Notes
Everything posted by linuxgurugamer
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[1.11.2] B9PartSwitch v2.18.0 (March 17)
linuxgurugamer replied to blowfish's topic in KSP1 Mod Releases
@blowfish I need to be able to change a value in another module. Your docs on github say this: so, I'm contacting you as requested. I need to be able to set (preferably) an int or a string to one of four values. Based on the docs, I came up with this: In the module ModuleKerBalloon, I have the following two variables: [KSPField(isPersistant = false, guiActiveEditor =true)] public int selectedPlanet = 0; [KSPField(isPersistant = false, guiActiveEditor =true)] public string selectedPlanetName = ""; and the B9 config: Will this work, and if not, what should be done? -
[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
linuxgurugamer replied to NecroBones's topic in KSP1 Mod Releases
Hi all, Happy Holidays to you all. As a small gift, here is an updated patch for NecroBones FuelTanksPlus, which correctly sets the maxAmount as well as the amount. It also takes care of the fuel tank masses, etc. https://www.dropbox.com/s/5amcz50znkew42u/FTP-Patches-v4.zip?dl=0 https://www.dropbox.com/s/hf0gc8a6lzjpfo6/FTP-Patches-v7.zip?dl=0 I'll keep this on top of my priority list for a few days, so if you find problems, please let me know ASAP. -
[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
linuxgurugamer replied to NecroBones's topic in KSP1 Mod Releases
That's easy to fix, but before I release it, please see below: I don't understand your spreadsheet. If I'm reading it properly (looking at the Oscap-Cap), you say the fuel should be 40. That's what it is in the original file, and frankly, it's way to high. When I calculated the volumes, I got LiquidFuel = 6.119 and Oxidizer = 7.479. If you aren't seeing these values, then there is a different problem. I have a spreadsheet which lets me calculate the correct volumes of tanks, given their dimensions. I've used this on several other mods, and the patch shows the values I calculated. Sorry it took so long to get to this, it's not a mod I've adopted and is really low on my priority list. But I'll definitely see your reply and if soon enough, will be able to work on it over the weekend. Happy Holidays Edit: I just realized the problem. I specified the amount in the patch, not the maxAmount. Will try to get this out this evening -
[1.1.3] Dr. Kermnassus' Parts Emporium
linuxgurugamer replied to nli2work's topic in KSP1 Mod Development
I came across this wonderful collection of random parts, they look great. Since @nli2work hasn't been around since August, 2019, I've started my adoption process, part of which was trying to contact him. So far, no reply. My new thread for this is here: -
Made by user @nli2work, this is a lovely collection of random parts which look great, and some surprises as well. @nli2work hasn't been around since August, 2019, so I've started my adoption process, part of which was trying to contact him. So far, no reply. Original thread here: https://forum.kerbalspaceprogram.com/index.php?/topic/135033-113-dr-kermnassus-parts-emporium/ This adoption has the full knowledge, permission and approval from @nli2work, who also updated the license on all the parts to CC-BY instead of CC-BY-SA-NC-4.0, I've updated the license to follow. A collection of random parts made for the fun of it. All will work with vanilla KSP. With the magic of ModuleManager some parts will behave differently depending on the mods you are running, or you may get extra parts that work only if certain mods are installed. There're no interdependencies... so you can remove the parts you don't want by deleting CC-BY Ikerus Mk1 (Left): Single part solar heat shield in 3.75m diameter housing, deploys to ~38 meters in diameter. Deploys once only. Generates small amount of EC through thermoelectric effect. Kerbal for scale. Ikerus Mk2 (Mid/Right): multi-part solar heat shield for KAS/KIS assembly in orbit. Central hub is 5m diameter and is applicable for variety of situations that require high temperature tolerance so long as active cooling is available. Most effective against radiative heating. Total of 12 panel sections to be attached around the center hub piece, can be built to any size between ~11m (17 pieces total) to 100m (449 pieces total) in diameter in roughly 10m increments. Every 4th ring section have additional structures for strut attachments. Dr. Kermnassus's Rectlinear Wonder Adaptor! Lowers your rover's COM; provides plenty of attachment surfaces and extra clearance for wheels; and helps you convert that unused rocket fuel to electric charge! Works equally well for 1.25m and Mk2! Kaptain Kerbin! Rigidity Enhancer© : Limp rocket's got you down? Want to light up that special heavy lifter in your life? Use Kaptain Kerbin! Rigidity Enhancer©! Half the weight and twice as strong as boring old standard struts. Specially engineered to gently curve around your vessel to accentuate it's lines. Proudly manufactured on Kerbin. And for a limited time, Vessel Surface Self-Illuminator included at no extra charge! Never fear the night side of any planet again! Gravioli Core, a wondrous piece of machinery that does amazing things. Most importantly, help you in the never ending quest to find the elusive Positive Gravioli Particle! Cybernetic Rover, affectionately dubbed "Kerover" by the engineers. Carries up to 4 Kerbals using external command seat for that romantic safari trip; or a variety of scientific instruments when you are in the mood for some exploration. Comes with carrying harness and fresh Brain. Legs optional. Shielded Docking Port Specially designed shielded dockingport that is 39% more aerodynamic than the standard version. Handcrafted with passion and lovingly polished with all natural baby seal oil for extra speed when travelling through the atmosphere. Use caution when operating shield panels, may cause spontaneous dis-assembly of craft without adequate clearance. Texture by Squad. Kerbal Washer Keep your Kerbals clean and smelling fresh with Kerbal Washer 3000! Large loading door, massive 8 Kerbal capacity, customizable light color, Heavy/Standard/Gentle wash cycles with automatic shutoff and water conserving modes. Also functions as Airlock and Docking port. Kraken Parachutes. (top left). Radial and Stack versions. Cleverly disguised like normal parachutes until deployed. "Big Bubba" trailer hitch (left), simple structural unit with integrated RCS ports and Mono tank (default empty). End plates are 5m. S3-14400 Tank for scale. Multi Spectral Scanner Probe core (top mid). 1.25m. Vanilla behavior is Survey/GPS Scanner. With Asteroid Day it becomes an IR Telescope for spotting Asteroids. With SCANSat it becomes Radar Altimetry/MultiSpectral Scanner. SCANSat overrides Asteroid Day if you have both installed. Data Transmitter and low output RTG included in all variants. Kerb a'Lamp (lower mid). Edison Kerman, the Wise, will light your way in the dark, and illuminate your vessel in soft green glow. Kraken Seeker (right). A trained Kraken to sniff out valuable ore on any surface, planet or asteroid. Surface/Asteroid/GPS scanner. with KIS you get a freebie Kraken Space Helmet (lower right)... blue and pink versions. Availability Download (BETA): https://github.com/linuxgurugamer/DrKermnassusParts/releases Source:https://github.com/linuxgurugamer/DrKermnassusParts License: CC-BY-SA-NC-4.0 To Do Add tags to those parts missing tags Do a sanity check on the costs and tech tree locations Validate the standard parameters, such as temp limits, etc. From what I’ve seen, not much if any need to be changed Create PatchManager configs, so you can easily add or remove whichever parts you want. This will be optional, no dependency, although if you want to use it, you will also need ModuleManager
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@Hohmannson Thanks for this, I'll look into it. Here is an initial file, with a few obvious errors fixed: https://github.com/linuxgurugamer/DrKermnassusParts/releases I'm rather busy with some other mods right now. If you could update the SCANSAT functionality in the following and either do a PR on Github or send them to me, I'd (and others) will be grateful: keRoverBody scannerProbe This was just a quick pass, in general things were ok, but there are some things which need work, such as missing tags for a number of the parts I'll continue discussions on this in my new thread here:
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New KSPTV's Developer live-stream on December 23rd
linuxgurugamer replied to UomoCapra's topic in 2020
There are still a few of us who remember Wile E Coyote! Was a great stream Happy Holidays LGG- 18 replies
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[1.12.x] Soundtrack Editor Forked
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Glad you got it figured out. -
[1.12.x] Soundtrack Editor Forked
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Log file, please. I have used it and am using it on both 1.10 and 1.11 -
[1.4.x] - KerBalloons v0.4.4 - Real Science?
linuxgurugamer replied to Fengist's topic in KSP1 Mod Releases
Just an FYI, I am working on these mods now Just an FYI, I am working on these mods now @FengistDo you remember how you got all the values in the spreadsheet for all the parachutes? -
[1.9.x] OSE Workshop Reworked - KIS Addon
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Passion for KSP. And I welcome anyone who wants to help -
[1.12.x] Cacteye 2 Refocused Full Release
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New Beta, 1.5.2.3 Fixed nullref in editor when opening bay on Fungi Fixed power consumption, was being called once every visual frame, now once every physics frame Removed impactTolerance from all parts (not used anymore) Changed references to FlightGlobals.Bodies[0] to Planetarium.fetch.Sun Moved the config settings into the stock settings page Added new experiment: Occultation Created new windows: Target Selection Window, Occultation Science Event Window (available on KSP, Tracking Station & Flight screens) Replaced calls to Unity.Random with System.Random when not in DEBUG mode Integrated Kerbal Alarm Clock with the Occultation experiment Science return on the Occultation experiment will depend on how big the target is in the viewer Fixed some spelling errors Added Solar Filter to Occultation processor, to allow targeting items close to the sun Science halved if SolarFilter is enabled Disabled the explosions if solar filter is enabled Available from here: https://github.com/linuxgurugamer/CactEye-2/releases/tag/1.5.2.3 Known Problem: The camera is not showing the skyboxes properly, sometimes there will be a grey background -
KSP 32Bit
linuxgurugamer replied to Michel-Ange's topic in KSP1 Technical Support (PC, unmodded installs)
System specs, including memory, OS, cpu are needed. Also a log file -
[1.12.x] Cacteye 2 Refocused Full Release
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Let me know. I also hope to release the next (hopefully last) beta this evening. I have the Occultation Experiment working now, and am just doing final testing -
[1.12.x] Cacteye 2 Refocused Full Release
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Doesn’t matter. If you can place the part using stock, it should work the same -
Render Quality: higher has less stuttering?
linuxgurugamer replied to Krazy1's topic in KSP1 Discussion
The game is more dependent on cpu, whats the rest of your system like? -
[1.9.x] OSE Workshop Reworked - KIS Addon
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Coding, not MM patches. I havent looked at the stock inventory system yet, so I don’t have a good idea of what will be needed. and then there is the issue of having one mod using two different inventory systems. There is an old Chinese curse, which is: May you live in interesting times. it will be “interesting times” when I work on this. I have three adoptions I’m in the middle of right now, so it will be a little while yet. -
[1.9.x] OSE Workshop Reworked - KIS Addon
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
It would be. It would also be really awesome if I had the time to do it. It would also be really awesome if I won the lottery and was able to retire and work on mods. Unfortunately, I don't have that much time right now, sorry. Maybe in the future, but not now