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Everything posted by linuxgurugamer
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I'm looking for a bit of help. I'm working on a Spot Landing Challenge which will involve landings on every single celestial body (except Jool). This includes moons and planets, but does not include comets and asteroids. There will be something special for Jool. For this, I need a location on each planet which is on the equator and is as flat as possible (think Minmus's flats) It would also be nice if I had a location near one of the poles which is also flat. To make this easy, I've created a Google Sheet which you can enter the information directly: https://docs.google.com/spreadsheets/d/1r8wKvWEv_LsBpCYQmOR5ME95p_EJ1YorWc-F6JdUlvE/edit?usp=sharing Of course, any entries posted here are perfectly acceptable. I have left space for 3 locations on the equator and 3 pole positions. I don't think I'll need more than that.
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Kerbal Space Program 2: Episode 2 - The Kerbals
linuxgurugamer replied to Nate Simpson's topic in 2020
Who is/was Tim Cox? -
[1.12.x] The 0.35m SSR MicroSat and Airlaunch Vehicle
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 0.1.3.2 Thanks to github user @C6H11OH for this: On the MicroSat liquid engine, fix the position of trustTransform in the model, delete the doubled model. -
No idea. I’m not going to be able to take a look at the 1.11 changes for a few weeks, and it sounds like DangIt my require a rewrite
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[1.12.x] Filter Extensions (No localization)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Are you in a career or sandbox game? SmartParts don’t show up at the beginning -
[1.12.x] Filter Extensions (No localization)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Coding is coding, doesn’t matter. And those text files do get compiled, only it happens at runtime by ModuleManager and the FE code itself. well, that’s why I need the names, and it would be helpful if you could give me the internal names, you can use the PartInfo mod to get those. Once I have time and have that information, I can take a look at the FE configs. But Im rather busy, so the more that you can do for me, the better the chance that I will be able to do something -
What's the funniest Kerbal name you have gotten.
linuxgurugamer replied to catloaf's topic in Forum Games!
I stream on Twitch and use a mod called DraftTwitchViewers. One time it drafted Nightbot, (a helper bot) , and got Nightbot Kerman -
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
linuxgurugamer replied to Theysen's topic in KSP1 Mod Releases
You need to provide a log file, see my sig for info- 2,215 replies
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[1.12.x] Filter Extensions (No localization)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Not without codind in cfg files -
how do i update a mod?
linuxgurugamer replied to noobkerblkat's topic in KSP1 General Mod Development Help and Support
There are better mods which do the same thing -
how do i update a mod?
linuxgurugamer replied to noobkerblkat's topic in KSP1 General Mod Development Help and Support
As it turns out, the license is (now) ARR, and the author does not want this mod to be continued, so I've stopped and deleted my repo of it -
[1.12.x] Civilian Population Modernized
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
The beta is now a full release: 3.0.1.1 Fixed Invalid Operation Exception, was causing Kerbals to die upon entering a vessel -
[1.4.*] KSP Logitech RGB Control [v1.1.1] [2018-06-02]
linuxgurugamer replied to battlemoose's topic in KSP1 Mod Releases
I have a problem with doing this since I don't have a logitech keyboard Besides, someone else has forked it and done a lot of updates, you can find it here: https://github.com/NiamiTV/KeyShine -
Does anyone ever put fuel in the wings?
linuxgurugamer replied to KerbalChamp2006's topic in KSP1 Discussion
Just an FYI for anyone using this patch. It's broken in 1.11 because the models for the EVA kerbals no longer has Monopropellant. The following is a working update, I left in the old line commented out, so you can see the change. It is safe to put this into older installs as well: // From @snark: // https://forum.kerbalspaceprogram.com/index.php?/topic/176789-does-anyone-ever-put-fuel-in-the-wings/&do=findComment&comment=3420897 // Updated for KSP 1.11, kerbalEVA* had monoprop resource prior to 1.11, in 1.11, they do not, and this patch broke as a result @PART[*]:HAS[~name[kerbalEVA*],@MODULE[ModuleLiftingSurface],!MODULE[RetractableLiftingSurface],!MODULE[ModuleCommand],!RESOURCE[*]] //@PART[*]:HAS[@MODULE[ModuleLiftingSurface],!MODULE[RetractableLiftingSurface],!MODULE[ModuleCommand],!RESOURCE[*]] { @description ^= :(.)$:$0 New and improved model now has liquid fuel.: RESOURCE { name = LiquidFuel amount = 0 maxAmount = #$../mass$ @maxAmount *= 500 } } -
[1.12.x] Civilian Population Modernized
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Beta release , 3.0.1.1 Fixed Invalid Operation Exception, was causing Kerbals to die upon entering a vessel https://www.dropbox.com/s/ochmvlw16i3ky58/CivilianPopulation-1.8.0-3.0.1.1.zip?dl=0 Please try this out and let me know if it fixes the problem -
[1.12.5] Restock - Revamping KSP's art (August 28)
linuxgurugamer replied to Nertea's topic in KSP1 Mod Releases
Another minor issue: 1.11 has a new part, RCSLinearSmall. It is not being patched by ReStock, so it's plume is much larger than other revamped RCS parts which have much more thrust.