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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. The solution is to delete the part database file, then it will be recreated the next time you start the game
  2. 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.
  3. 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.
  4. 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
  5. Are you in a career or sandbox game? SmartParts don’t show up at the beginning
  6. 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
  7. I stream on Twitch and use a mod called DraftTwitchViewers. One time it drafted Nightbot, (a helper bot) , and got Nightbot Kerman
  8. You need to provide a log file, see my sig for info
  9. I understand what you did. Unfortunately, you did it manually, so it wont help with mods. I understand you don’t use mods, so it understandable. I’m not criticizing your work and appreciate that you released it. But you should put into the first post that it won’t do anything to part mods
  10. This looks great, I’m going to try it out this evening. Wish I had known about it earlier Edit: I was hoping it was dynamic, instead its just replacing the name.
  11. Well, you could have a single directory for Squad and SquadExpansion. Even if on the same SSD, you can reduce the storage space used by each install
  12. 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
  13. The beta is now a full release: 3.0.1.1 Fixed Invalid Operation Exception, was causing Kerbals to die upon entering a vessel
  14. 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
  15. It _is_ possible to use multiple drives with symlinks. But expect to descend int symlink hell when you start having other symlinks refer to existing symlinks, etc Very easy to fall down the rabbit hole.
  16. 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 } }
  17. 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
  18. 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.
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