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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Just like that :-) Welcome to the forums. I found some time, and have uploaded a initial pass to github. @Clamp-o-Tron has offered to do a balancing pass, I'm going to wait for his input before checking the tank volumes. It does work now, the repo is here: https://github.com/linuxgurugamer/Taerobee
  2. Would you remember what the original license for this would be? The version uploaded to github by @Peter JY doesn't seem to have a license file
  3. Sure. I'm looking at it right now. If you like, I've already cloned the repo and have done a basic pass through it, converting images to dds, fixing the categories, adjusting max temps, adding missing bulkheadProfiles, adding tags and formatting. I will commit my changes in a little while,
  4. I will have a few minutes to look at it later tonite, will at least know what it will need
  5. Hi, My understanding is that there are better X1 mods out there. At this time I do not have time to be able to work on this If I get some time I'll look at it
  6. Sorry, I forgot to update the dependencies. you need to install this: https://spacedock.info/mod/2210/SpaceTux Library Did you install by hand or with CKAN?
  7. @DMagic I'm working on adding compatibility for SCANsat to the CactEye Optics mod. For now I'm just copying what you did for stock, but I don't know what the fov value is. I know it's FieldOfView, but what is the number? Degrees, radians (not), ??? Thanks LGG
  8. I have the following patches for SpaceDust and SCANsat, please take a look. They are NOT finished, need to be adjusted with the right values: SCANsat: SpaceDust:
  9. yes, I found that while looking for it. I'll be looking into adding patches for it and scansat into this before a full release Would be nice if someone sent me patches...
  10. It has been confirmed in the past that the answer is no.
  11. I have no idea what Space Dust is ( looks like a new mod in development). I'd be happy to integrate patches like these in the adopted version I'm working on. I’ll write them myself if no one sends me any. My list of fixes has gotten longer, I just fixed a nullref in the CactEyeAsteroidSpawner. Also updated most of the parts with various missing things. I hope to get a beta out this weekend for you all to try to break :-)
  12. I have a working copy, will be testing over the next few days.
  13. New release, 0.0.1.2 Fixed error caused by kerbalEVA parts Added code to prevent filenames of ".csv" It was the kerbalEVA parts which were causing the problems I'll add it to a feature request. But I want to wait a bit to be sure the current code is stable before adding that
  14. For curiosity's sake, can you try a different mod? Also try without the parts attributes, would like to see what happens Edit: No need for that, it's the kerbalEVA parts causing the problem
  15. Can you tell me what you are selecting for export? It's a new error, happening in a different spot
  16. Nuts. Looks like I cleaned up a little too much. I'll get it fixed later this morning New release, 0.0.1.1 Fixed nullref during export due to not exporting all the partattrs
  17. Yes. This link in my signature is helpful: Read this BEFORE asking for support: http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/ Install the ZeroMiniAVC mod: https://spacedock.info/mod/1614/ZeroMiniAVC
  18. It's getting the data from the GameDatabase, which is what the game uses
  19. Having needed to get data from lots of parts for balancing purposes over the years, I finally wrote and finished this little mod which will allow you to select mods and part modules inside the mod, and export the data to one or more CSV files Availability Download: https://spacedock.info/mod/2566/KSP DataDump/download Source: https://github.com/linuxgurugamer/KSP_DataDump License: ARR Available via CKAN The following is the first dialog to be shown. The first button toggles between two values: Selected Modules Applies to all Parts A module and any properties selected will be applied to all mods, not just the mod you selected it in Selected Modules Only Selections apply only to the mod they were selected in Part Attributes are values common to all parts. A small selection are available to export, as shown in the following: Once a mod has been selected in the first window, the Part Module Selection window will open up and show all the part modules that are used in the mod: Finally, after selecting a part module, you can then select various properties which are specific to that part module: When done, click the Export button
  20. According to what I dump to the log file, the asset names are: DockingCameraKURS: assetName: assets/dockingcamera-crt.shader DockingCameraKURS: assetName: assets/dockingcamera-grayscale.shader DockingCameraKURS: assetName: assets/dockingcamera-nightvision.shader DockingCameraKURS: assetName: assets/dockingcamera-nightvisionclear.shader DockingCameraKURS: assetName: assets/dockingcamera-none.shader DockingCameraKURS: assetName: assets/dockingcamera-thermalvision.shader DockingCameraKURS: assetName: assets/dockingcameratextures/dockingcam.png DockingCameraKURS: assetName: assets/dockingcameratextures/image6.png DockingCameraKURS: assetName: assets/dockingcameratextures/lampoff.png DockingCameraKURS: assetName: assets/dockingcameratextures/lampon.png DockingCameraKURS: assetName: assets/dockingcameratextures/selfrot.png DockingCameraKURS: assetName: assets/dockingcameratextures/targetpoint.png DockingCameraKURS: assetName: assets/dockingcameratextures/targetrot.png I've committed my changes, and am holding off to see what you can come up with, you seem to know more about the cameras than I do
  21. Looks like I may not have pushed the last set of changes. Just did that, please reload. Current version (unreleased) fixes the asset name for targetpoint UIMainCamera was a change made this evening, I reverted it to be sure you had the correct latest. Removing it didn't seem to do anything
  22. Case problem, the code was looking for "targetPoint", but the actual name of the asset is "targetpoint"
  23. I don't know what source you are looking at, but this was done a while ago. Based on your comment I did remove the UIMainCamera from that line, but camera01 was removed a while ago
  24. It's always bothered me that animations didn't use any power. This addresses that issue. This is a little mod which will make animations (stock parts for now) use EC. Availability Download: https://spacedock.info/mod/2565/Realistic Power Draw Source:https://github.com/linuxgurugamer/RealisticPowerDraw License: GPLv2 Dependencies Module Animate Generic Resource Usage CKAN soon
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