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KSP2 Release Notes
Everything posted by linuxgurugamer
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[1.9.x] Hangar Extender Extended
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Are you referring to the enlarged building, or to the grassy plains/vanished building? The resize value of the build ing can be changed in the stock settings. If you want To make the grassy plains bigger, there is some work involved since the values are hard-coded. Why? Since you seem to be the first person in my recollection asking for something larger than whats already provided; also, whatever and however the value is specified would require there to be an upper limit... It seems to be hardcoded to a factor of 10. Not positive, and not going to spend any time on something like this; it has the potential to suck up time. -
[1.12.x] Engine Lighting Relit
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Sorry for rubbing you the wrong way. If you read the link, you would know how to get the logs which we need in order to diagnose your problem. A bit of education: The game writes a lot of information to two log files, one is KSP.log and the other is Player.log. You mentioned that it stopped loading at that point, which means that (obviously) something is wrong. Now, I can't begin to guess what happened, but if you were to find the Player.log (you can find it in this folder: %USERPROFILE%\AppData\LocalLow\Squad\Kerbal Space Program , select and copy the bolded text, then paste it into the windows search field on the taskbar), you would find something which looks like this: Copy the Player.log file to a reliable file-sharing site (or use Dropbox) and paste a link to the file in here. Once you've done that, then anybody (including myself) would be able to look at the file and probably tell you what is going on and how to fix it. Nobody will be able to help you until you do this. -
[1.12.x] Engine Lighting Relit
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
@Dick_Kerman In your post on Github, I pasted in the following and told you to read it. I'll paste it again here: Before you post, read this:Read this BEFORE asking for support: http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/ Essentially, no logs, no support -
“Xxxx” can be any reason at all, including the “mod author didn't give permission”. CKAN is a purely volunteer organization, following a pretty clear set of rules. They are not publishing mods, they are publishing an index. If the subject of an index objects for whatever reason, CKAN is perfectly within their rights to decline (or remove) an entry.
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[1.12.x] Soundtrack Editor Forked
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Not worth it. IMHO -
Why not try to make it in pieces suitable for orbital assembly? Still, impressive. Download link?
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What's the funniest Kerbal name you have gotten.
linuxgurugamer replied to catloaf's topic in Forum Games!
Nightbot Kerman (via Draft Twitch Viewers) -
[1.12.x] L-Tech Continued Release
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Being fixed now Fixed and available. Be sure to allow 1.8 compatible mods into 1.9 & 1.10 to see it -
[1.12.x] L-Tech Continued Release
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
It looks good, I'll ping someone about it -
any addon or way to do this?
linuxgurugamer replied to yeyehboi's topic in KSP1 Gameplay Questions and Tutorials
He probably used clipping, which lets you put two or more parts in the same space. It would help if you provided a link to the video -
New release, 1.3.7.5 settings to enable/disable the cross, summary data, detail text data and rotators Added setting for default window size Thanks to Twitch user @HansAcker for some Vector3D code to help show the proper distances from the x,y,z Removed static from camera without a target. Added toggles to window for the main options listed above Added velocity indicator
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Request for Mod Maintainer/Handoff
linuxgurugamer replied to Northstar1989's topic in KSP1 Mods Discussions
Mod has been adopted, new thread is here: -
[1.12.x] Netherdyne Mass Driver Mod
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
All of the mass drivers in the mod as I have updated it have the required tech being experimentalElectrics, the highest of the stock nodes. I've updated the costs to follow this table: MassDriver 1 1.00 6250 2500 MassDriver 5 5.00 31250 12500 MassDriver 8 8.00 50000 20000 MassDriver 12 12.00 75000 30000 massAccelerator05 0.50 6250 2500 massAccelerator05Slave 0.50 3125 2250 massAccelerator125 1.25 15625 6250 massAccelerator125Slave 1.25 7813 5625 massAccelerator25 2.50 31250 12500 massAccelerator25Slave 2.50 15625 11250 massAccelerator375 3.75 46875 18750 massAccelerator375Slave 3.75 23438 16875 massAccelerator50 5.00 62500 25000 massAccelerator50Slave 5.00 31250 22500 and they seem reasonable for now, compared to the PB-NUK Radioisotope Thermoelectric Generator, which has an entry cost of 58000 and a cost of 23300. Final beta in a few minutes, hope to release in a few days if no objects or issues show up New (and hopefully final) beta release, 1.3.4.1 Updated costs and entryCosts for all mass driver parts https://github.com/linuxgurugamer/NeatherdyneMassDriver/releases/tag/1.3.4.1 If I don't hear anything in a few days, I'll turn this into a full release -
[1.12.x] L-Tech Continued Release
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 0.5.1.5, OUT of BETA Fixed doubled "Picture Picture" experiment name when taking a picture -
[1.9.x] Hangar Extender Extended
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Did you try it? -
[1.12.x] AFBW Revived (Joystick & controller mod)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
It is not compatible with axis groups -
KSP 1.11 update
linuxgurugamer replied to mvb4298's topic in KSP1 Suggestions & Development Discussion
Not everyone wants or knows how to play with mods. Mods are haphazard, some are well written, and some are not. I can attest that most mods I've adopted have been inefficient to a certain extent, some more than others. Also, no standards are followed by mods, so while mod A does something one way, mod B does it another way, etc. So why aren't there any game supporting the old IBM AT & similar? The "more of us" is not an excuse, but business reality. Someone has to pay the bills, and I don't see the ultra low end getting any larger. If anything, it is getting smaller, and putting in the effort to ensure that the game will continue to run on the older systems becomes too expensive to justify spending the money. While I do have a high end system, I also have laptops which would classify as low-end, and I use those laptops while traveling. So I am very well aware of the issue.