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KSP2 Release Notes
Everything posted by linuxgurugamer
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
linuxgurugamer replied to Gameslinx's topic in KSP1 Mod Releases
@Gameslinx I just installed Parallax on 1.10.1, along with the RTB Bleeding edge Kopernicus. I also installed the Parallax Stock Planet Textures. On the Mun, at the following coordinates: 82-13-44 S 103-02-24 E There is a big depression where there is a monolith, one of the anomalies in the game. This is near the south pole, and it seems that something is messed up showing the planet surface, the surface is in pieces which don't align to each other, see the image below. I removed Parallax & the Parallax Stock Textures, reloaded the game and the surface was in one piece And a much higher view:- 3,182 replies
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Status on the next release: Part Costs, Entry Costs and TechRequired would be helpful for balancing parts across mods and confirming that parts were placed in the correct nodes: Done the ability to grab multiple modules of the same name, (ie. R.A.P.I.E.R. has two ModuleEnginesFX for example): Done Resource stored in part: Not done Propellant and atmosphereCurve within ModuleEngines/ModuleEnginesFX could also be useful: Outside current scope of work, possible in future I hope to be able to get the resources done in a day or so. Regarding the Propellent inside the ModuleEngines(FX), that may be possible to get. However, the curves (velCurve & atmCurve) are problematic since they have multiple lines, which would be somewhat difficult to add to a spreadsheet
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[1.12.x] Smart Parts Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Probably a bug. Please provide details (ie: resource in question, craft file, etc). If possible, please have the craft file use as few mods as possible. I will try to look at this later this evening if you get me the info in time -
New release, 1.3.7.7 Fixed typo of asset name for targetpoint Thanks to user @cyberKerb for all of the following: Reordered PartCamera.cs Activate() function. It was also missing the InitTextures() which was causing the Target marker to not load. Added ActionGroup for camera activation to both part modules Corrected the shader reference path to: 'Legacy Shaders/Particles/Additive '. Was causing NRE errors if bullets or Target ray buttons were used. Added user config option to set EC amount for camera usage. Was hard coded to 0.02. Updated part cfg files to match. Found a logic hole in the PartCameraModule. When a camera isEnabled (after being activated()) it does regular checks for electric charge. Once EC gets to zero, the mod will deactivate the camera (docking cameras are unaffected) and set isEnabled & _isPowered to "FALSE". In this state, there is no way to get back to IsEnabled = true due to there being a power state check before allowing a user to enable a camera. No EC checks are ever run again and the camera cannot be used. Added code to do an ECcheck before trying to enable the camera to avoid this issue. Fixed the kerbals being seen through parts by fixing the cullingMaskLayer
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The response is ALWAYS negative, for every update
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Help! New to docking
linuxgurugamer replied to paul_c's topic in KSP1 Gameplay Questions and Tutorials
May also depend on what mods are installed -
[1.12.x] Click Through Blocker - NEW DEPENDENCY
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I havent had time to look at the log file, but check to see if you somehow have 2copies installed -
[1.4.X] Taerobee - Stockalike X-1 and More [27/01/2017]
linuxgurugamer replied to Beale's topic in KSP1 Mod Releases
Will do, I'll delete my repo on Github -
What is telling you that? Do you have Mechjeb installed? If so, remove Mechjeb and try again
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Being added Not at the present time Not sure how to do this right now, will need to think about it
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how do i update a mod?
linuxgurugamer replied to noobkerblkat's topic in KSP1 General Mod Development Help and Support
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 -
[1.4.X] Taerobee - Stockalike X-1 and More [27/01/2017]
linuxgurugamer replied to Beale's topic in KSP1 Mod Releases
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 -
how do i update a mod?
linuxgurugamer replied to noobkerblkat's topic in KSP1 General Mod Development Help and Support
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, -
how do i update a mod?
linuxgurugamer replied to noobkerblkat's topic in KSP1 General Mod Development Help and Support
I will have a few minutes to look at it later tonite, will at least know what it will need -
[1.4.X] Taerobee - Stockalike X-1 and More [27/01/2017]
linuxgurugamer replied to Beale's topic in KSP1 Mod Releases
Link? -
how do i update a mod?
linuxgurugamer replied to noobkerblkat's topic in KSP1 General Mod Development Help and Support
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