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KSP2 Release Notes
Everything posted by linuxgurugamer
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From what I can tell in the code, as long as all the preceding rates are >0, then one additional one will be made available. In terms of being able to add to them, I think it's the following: The previous rate has to be greater than the current rate in order to be able to add to one. This is the line which decides whether the current line can have more added or not: if (availablePoints > 0 && (i == 0 || upgraded <= KCT_Utilities.GetBuildRate(i - 1, type, KSC)) && upgraded - rate > 0) It's in KCT_GUI.cs, line 1634. Suffice to say, if you can't add to a particular line, then you need to increase the previous line in order to do so
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One problem I have with all tech trees is that mods either aren't in the tree, or are in odd places. I've been toying with the idea of a dynamically flexible tree, which adjusts itself based on the mods installed. It's rather difficult to do well, which is why I'm still toying with the idea
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[1.8.x, 1.9.x, 1.10.x] Orbital Decay Updated
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Notice the underlines? That's the += being misinterpreted by the web software. I've posted a correction, the following is what I originally pasted: private static double GetUnloadedVesselMass(string name, ProtoVessel protoVessel) { double num = 0.0; for (int i = 0; i < protoVessel.protoPartSnapshots.Count; i++) { ProtoPartSnapshot protoPartSnapshot = protoVessel.protoPartSnapshots[i]; num += (double)protoPartSnapshot.mass; for (int j = 0; j < protoPartSnapshot.resources.Count; j++) { ProtoPartResourceSnapshot protoPartResourceSnapshot = protoPartSnapshot.resources[j]; if (protoPartResourceSnapshot != null) { if (protoPartResourceSnapshot.definition != null) { num += protoPartResourceSnapshot.amount * (double)protoPartResourceSnapshot.definition.density; } //else // Debug.Log("Vessel: " + name + ", resource: " + protoPartResourceSnapshot.resourceName + ", no definition"); } } } return num; } -
[1.12.x] NodeHelper - tool used to edit node positions
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 1.5.1.4 Thanks to github user @kevinowen for this: Exclude ThrottleControlledAvionics "parts" because ThrottleControlledAvionics uses dummy parts for tech tree unlocks of its modules. Along the same lines, Breaking Ground's deployable parts are now excluded -
[1.8.x, 1.9.x, 1.10.x] PartInfo
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 0.0.3.6 Added display of resources Added alternate skin Added resizing of window as percentage of screen height -
[1.8.x, 1.9.x, 1.10.x] Orbital Decay Updated
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
@FreeThinker I've opened a bug ticket here: https://bugs.kerbalspaceprogram.com/issues/25964 Could you take a look and confirm it? -
[1.8.x, 1.9.x, 1.10.x] Orbital Decay Updated
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
And I just confirmed it's still a problem in 1.9.1 :-( Ok, thank you for bringing this to my attention. Now I need to figure out how to get it properly. Edit: I now have a working method to return the total mass of an unloaded vessel, will be included in next beta of this mod -
[1.8.x, 1.9.x, 1.10.x] PartInfo
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 0.0.3.5 Fixed modulePartInfo being shown 2x -
[1.9.x] Hangar Extender Extended
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Read the post right above yours -
[1.8.x, 1.9.x, 1.10.x] Orbital Decay Updated
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
When was the last time you did that test? I do remember a problem like that back in the day, but I think they fixed that -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
linuxgurugamer replied to Paul Kingtiger's topic in KSP1 Mod Releases
More like making the tanks in the mod be able to hold the resources in L-Tech- 1,554 replies
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- kis
- universal storage
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
linuxgurugamer replied to Paul Kingtiger's topic in KSP1 Mod Releases
Can you get me info I would need to get the new L-Tech mod which I've adopted to work with this?- 1,554 replies
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- kis
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[1.12.x] Crew R&R - Crew Rest & Rotation
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Tell CKAN that 1.8 mods are compatible with 1.10. I currently support over 230 mods. I dont have time to update all the mods every time a new version of KSP is released -
@allista can you point me to instructions on how to add a new resource to this mod?
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- resources
- fuel tanks
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[1.12.x] L-Tech Continued Release
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Interesting, is X minutes, hours, days? and I would put a max in there as well, don't want it to become too good. It's a good idea -
[1.12.x] L-Tech Continued Release
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Not familiar with MOLE, other than it exists. Maybe someone else can compare them Thanks, I'll get it fixed and a new beta New release, 0.5.1.1 Fixed name of radial tanks to show what it holds -
[1.12.x] L-Tech Continued Release
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Sounds good. In fact, I am on the lookout for more experiments which I can add to Skylab. I rewrote the code so that it's all done in a config file now rather than being hard-coded. So if you have any ideas for new experiments, please let me know -
[1.8.x, 1.9.x, 1.10.x] Orbital Decay Updated
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Isn't that exactly what I wrote: But asking again, what circumstances does the original GetTotalMass() fail? I've observed in the times I've used it (>1.4.5, I believe) that it's always been accurate. What I may do to answer this question is to write a little mod which will show all vessels's mass both ways, and dump that to a file along with whether the vessel is loaded or not. I'm pretty sure that, at least recently, the GetTotalMass does it correctly, but my minimod which I'll write will show that or not. -
[1.8.x, 1.9.x, 1.10.x] Orbital Decay Updated
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I hope to be able to get back to this soon. I currently have 6 mods in beta, as soon as I can move some to a release state, I should be able to take a look at this again. Given the state of the code, not sure yet what I'm going to do with it. So if this isn't valid, what is? and, would you know what situations it is and is not valid? Edit: Did a little research before bed, I didn't find anything recent mentioning that GetTotalMass is inaccurate. I suppose I could just write my own for both loaded and unloaded, it's just looping through all the parts, adding the mass of the part and the mass of all the resources (Parts for loaded vessels, and the protovessel equivalents). But I would like some clarification on this, if you can provide any. -
[1.12.x] L-Tech Continued Release
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
These actually appear to go in <KSPRoot>\Screenshots\LTech. You are absolutely correct in the location and I'll fix it now Yes, that's needed for earlier versions of KSP which required a placeholder when replacing a texture with another, in this case, Squad/Parts/Science/ScienceBox/Container. Regarding putting the experiments onto other parts, you are essentially correct. If you do, would you mind sending me the patches, I'll review and if I think it makes sense for the mod, I'll add it