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Everything posted by linuxgurugamer
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[1.5.1] Cacteye Optics Community Takeover
linuxgurugamer replied to icedown's topic in KSP1 Mod Releases
Hi all, I'm looking into adopting this and getting it working in the current version of KSP. I'm interested in hearing about any outstanding problems that any of you might be aware of. -
I know, which is why I sent him a PM, that usually sends an email to the address associated with the account. Anyway, I'm wondering if there are any outstanding issues with this, other than the typo in the file: /Parts/tele_mount/parts.cfg
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[1.8.x, 1.9.x, 1.10.x, 1.11.x, 1.12.x] 4kSP Expanded
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
The post wasn't complete. Look at it now, it's complete with a description of the button and window which opens up -
Originally written by @tom300z, original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/188213-17x-4ksp-scaled-map-icons-and-text/ I needed to have an alternate size from the stock UI_SCALE, so I've taken this and expanded it by adding a window to dynamically scale the map icons and text. There is a new button when in flight scene: Clicking it will open the following window in which you can adjust the sizes while on the map screen.: Availability Source: https://github.com/linuxgurugamer/4ksp_Expanded Download: https://spacedock.info/mod/2554/ License: MIT Available via CKAN Dependencies Click Through Blocker ToolbarController
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Originally made by @Biff Space, original thread here: https://forum.kerbalspaceprogram.com/index.php?/topic/138629-12-batteryactivator/ BatteryActivator Allows batteries on an unmanned vessel to be activated if they have been switched off to conserve power. Overview Since KSP 1.1, you can't use the on/off switch on a battery unless there is power available. If there is only one battery, or all batteries with charge are off, then an unmanned craft is dead - the batteries can't be activated because there is no power available... because the batteries are off! This mod automatically pops up a one-button menu if the following conditions are met: vessel is unmanned there are charged batteries aboard no power is available because the batteries are switched off. The button, when clicked, switches all batteries on, so the vessel is controllable again. This also causes the conditions for the menu to appear to become false, so it disappears. There are no settings or configuration file. Installation The BatteryActivator folder needs to be unzipped and put in your KSP\GameData folder. Availability Source: https://github.com/linuxgurugamer/BatteryActivator Download: https://spacedock.info/mod/2553/BatteryActivatorReactivated License: GPLv3 Dependencies None Available via CKAN
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Try using FilterExtensions, also QuickSearch. They were written to help in this situation. and while I agree the current option could be improved, the two mod make, IMHO, a reasonable alternative.
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[1.12.x] Civilian Population Modernized
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I need to know what you did, type of save (career, science, sandbox) -
[1.12.x] Civilian Population Modernized
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I have no idea where you got your copy of CP, because the "-master" is not from my release (or even my repo). Directories cannot be renamed, it breaks things -
[1.12.x] Civilian Population Modernized
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
That error can be ignored, it's from ModuleManager, and it's not always accurate. Providing a complete Player.log file would be helpful in confirming this Please provide the entire Player.log I'll be including this in my next release -
[1.12.x] Civilian Population Modernized
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
So the current version on Spacedock does NOT work in 1.10.1, but when you recompile it against the 1.10 libs, it does? Please confirm. FYI, my release builds are still being done against a 1.8.1 library, if you confirm the above, I'll update my Jenkins server to 1.10.1 (about time anyway, but would like confirmation) -
[1.12.x] Civilian Population Modernized
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Would have been nice if someone had pinged me about this. i will look at the problem in the next day or so. @JadeOfMaar looks like I missed your ping back in August You didn’t install it correctly -
[1.12.x] L-Tech Continued Release
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 0.5.2 Fixed severe bug where science was not being accumulated when vessel not active Fixed nullref in kct interface Fixed nullref when entering flight and the Skylab window had not yet been opened -
Hi, I've messaged @icedown to see if he is still around. If not, I'm considering adopting this and moving forward with it. Is there any interest? Linuxgurugamer
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[1.8.x, 1.9.x, 1.10.x] Steam Gauges Recalibrated
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 1.8.3 Added in accidently deleted ToolbarRegistration.cs Updated registration for the individual gauges to bypass a bug in the ToolbarController @dylsh This should fix your problem New release, 1.8.3.1 Removed extra dll from plugin directory -
Not sure what it would be called. But, as far as I can see, each KAL-1000, while it can control multiple parts, treats all of them as one consolidated part and moves all of them at the same time. I'm looking for something which would be multiple KAL-1000s, so a KAL-2000 would be equivalent to two KAL-1000s, KAL-3000 to three, etc. I thought it had been done, but haven't been able to find it. and I'm too busy right now to do it myself. For a quick test, I added a second ModuleRoboticController to the KAL-1000, but that didn't work, everything just went onto the first one Any takers?
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Should Crew Health Be A Part Of Simulations?
linuxgurugamer replied to Spacescifi's topic in KSP1 Discussion
Elaborate =Complex, which for most people would decrease the enjoyment factor -
[1.12.x] Malah's Quick Mods - ZEROMINIAVC in new thread
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Nor will it. I may come out with a ZeroMiniAVC-v2 for the v2 version of MiniAVC, but they won't be a single appl -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
linuxgurugamer replied to JPLRepo's topic in KSP1 Mod Releases
Neither do I, but I don't know what RB does on the inside regarding found ,unknown and unlocated bodies, I figured it wouldn't hurt to ask.