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KSP2 Release Notes
Everything posted by linuxgurugamer
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HOW... DID... THIS... HAPPEN??? Gene Kerman fumed... "We were so close to comet Linux-GG... SO CLOSE... The whole planet tuned in and watching, and... and the batteries died???" "It was not our fault!!!" Bob Kerman complained. "The Probe turned sideways, and the solar panels weren't aligned properly." "Oh... so you're saying it's the Engineering team again?" Bill Kerman shot back. "Typical..." "Oh, would you two just stop!" Val shouted. "Haven't we had enough without you starting again?" For several minutes the bickering went on, until a somewhat meek voice spoke up from the back of the conference room. "Sir... Ma'am, please... if I may???" young Margo Kerman interjected. "Perhaps... perhaps... if we had some sort of automated resource monitor?" "A... what?" Gene started to ask, but was cut off by Dr von Kerman, who had stayed mostly out of it until now. "Yeees... yeees..." von Kerman nodded. "A device to automatically monitor the resources, and give us a warning if something is amiss... yeees... this could work" Gene looked over at young Margo and smiled. She had only been on the staff a few days, and already she was making a good impression. "OK, Margo... you have ten days before our next scheduled launch." Gene nodded. "Make it so." ===== After having too many vessels run out of resources during timewarp and other nonsense, I wrote this mod to monitor the resources on my vessels This mod will allow you to set monitors on any resource in any/all vessels in the game. An alarm will sound if the level is passed, any time warping will be safely stopped and you will be transported to the vessel in question. Optionally this will interface with the Haystack Continued mod, if it is installed. The following windows are used to set up and configure the alerts. Resource Monitor There are two variants of this window, the Common Resource Monitors, used on the SpaceCenter screen, and the Vessel Resource Monitors, used in the Flight scene. The Common Resource Monitors are a set of monitors that you can set up, to either be applied automatically to all new vessels, or applied manually when first setting up a vessel which doesn't have any monitors set up. The Vessel Resource Monitors window is used to configure monitors for the currently active vessel. The only difference between these windows is in the top part. Clicking on a resource button will bring up a window similar to this (it changes depending on the available resources) Clicking on the Alarm button will bring up the following: The Vessel Resource Monitor can interface with the Haystack mod, to allow you to find a vessel and then to get a vessel from Haystack. Both windows have a toggle to only allow common resources for new monitors. Common resources are defined in a config file, and can be modified by a player at any time, and the changes will be available the next time the game starts. The file is called Defaults.cfg, and stores two different types of information. The first is the list of common resources, the default common resources are: ElectricCharge LiquidFuel Oxidizer MonoPropellant XenonGas Ore The second is a set of default monitors. These monitor definitions are normally only used the first time a game is loaded, after a game is loaded those definitions are ignored. However, there is an option on the Settings page to reload them. Monitors will only work on vessels that have a ModuleCommand (ie: probe cores, manned, etc); Settings There are a number of self-explanatory settings in the stock settings page: Note: This does NOT work on unloaded vessels Dependencies ClickThroughBlocker ToolbarController SpaceTuxLibrary Reviewed by Kottabos Games Availability Source:https://github.com/linuxgurugamer/ResourceMonitors/ Download: https://spacedock.info/mod/2467/Margo's Resource Monitors License: MIT Now available via CKAN
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HazardousBody corrosion effect
linuxgurugamer replied to JadeOfMaar's topic in KSP1 Mods Discussions
@JadeOfMaar Just an update. I have a number of other projects in the works, but this has just been added to my list of ModsInDevelopment. Doesn't mean that much yet, other than I'm still thinking about it. With a bit of luck, I'll be able to seriously start work on this in the next few weeks -
Camera and GUI bug... maybe
linuxgurugamer replied to EasyAce's topic in KSP1 Technical Support (PC, modded installs)
This sounds more like the IVA Only mod -
How did you Mod List grow?
linuxgurugamer replied to GuessingEveryDay's topic in KSP1 Mods Discussions
It applies both to my mod usage and adoption -
[1.12.x] Click Through Blocker - NEW DEPENDENCY
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Hi all, I've implemented a new feature based on some requests. The current mod has the focus follow the mouse (FocusFollowsMouse), meaning that the window under the mouse has the focus. I've implemented a new mode called FocusFollowsClick, mean that you have to click on a window to move the focus there, and to remove focus you need to click outside the window; either left or right click will work. I have this available in a beta, which needs testing. I'd appreciate as many people as possible try it out and let me know how it goes. Latest Beta available here: https://github.com/linuxgurugamer/ClickThroughBlocker/releases Changes Added Settings page Added new setting to specify Focus follows Click Added code to have the focus follow the click instead of the mouse, for both editor and flight modes To activate it, in any scene (other than th editor): Hit the escape key to bring up the Game Paused menu Click Settings Click Difficulty Options (at the top) Click the tab (along the left) labeled Click-Through-Blocker There will be two options displayed; the first one is Focus follows mouse click Enable it to use this new mode The second toggle is Focus change is global. This currently has no effect, I just haven't implemented that yet. For information only for now, this option will normally be enabled, and changing the focus option in one save will change it in all saves which have the option enabled. @Steven Mading this is for you (and others) -
New release, 0.5.7 Added API to support ResourceMonitors Note: ResourceMonitors is a new mod which will be released in the next few days
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Thank you squad and other developers!
linuxgurugamer replied to 9.8 m/s^s's topic in Prelaunch KSP2 Discussion
Do you have any idea what its like to develop a large project? The fact that they asked us to come and talk was a big thing. If you start to add in Everybody else, it won’t ever get done. Heck, just look at the Hopes and Dreams for KSP2 thread to get an idea. They asked people who were, in their opinion, the best to talk to. Your opinion may vary. -
Thank you squad and other developers!
linuxgurugamer replied to 9.8 m/s^s's topic in Prelaunch KSP2 Discussion
Huh? You do realize that the original creator left several years ago on his own volition? and it is still early days yet. Are you also aware that last year they flew 12 of us to Seattle to talk about exactly that reason? -
The beta seems to work fine, the only thing I'm aware of is Some of the locations need to be updated. would be a big help if someone tested all the locations and let me know which ones need fixing
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Request for Mod Maintainer/Handoff
linuxgurugamer replied to Northstar1989's topic in KSP1 Mods Discussions
The glitch only happens if you launch a vessel from the editor, and the vessel includes both the accelerator and the vessel. I'll take a look again, but the code for that hasn't really changed much. I suppose I could release it with some notes, I'll be working on it on Monday evening -
[1.12.x] Click Through Blocker - NEW DEPENDENCY
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Working as intended. I suppose that I could have a setting to ignore a window, but then clicks will fall through underneath. So lets assume there is such a setting. Enabling it is easy, click a button to activate. But how would you them disable it? If the window is unresponsive, the only way I could see doing that would be with a separate window, at which time you might as well just have two lines in your OnGUI, one of which calls the Clickthroughblocker method, and one which doesn’t -
Mine is all white. It’s just gotten to the stage of being able to do something with it. I’ve had a beard before, but never trimmed it, this time I bought a beard trimmer, will see how it gors.
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[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
linuxgurugamer replied to TriggerAu's topic in KSP1 Mod Releases
@TriggerAu Getting NullRefs, the following steps will cause endless nullrefs: Open the panel Click the Show Settings button Click the Configure Resource Settings button In any of the rows, click the monitor button which shows 20/10 This is on KSP 1.9.1. I included the snippit below, complete log is in the link https://www.dropbox.com/s/y12eab24xzz4ixc/ARPErrors.zip?dl=0 NullReferenceException: Object reference not set to an instance of an object at KSPAlternateResourcePanel.ARPWindowResourceConfig.DrawWindow (System.Int32 id) [0x00c4b] in <937bb4d6d6f54a349df59076417a577d>:0 at KSPPluginFramework.MonoBehaviourWindow.DrawWindowInternal (System.Int32 id) [0x0000d] in <937bb4d6d6f54a349df59076417a577d>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (System.Int32 windowID) [0x00077] in <fa6f9762ac624af092525d37c9d516c4>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) [0x00077] in <fa6f9762ac624af092525d37c9d516c4>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) -
Activate brakes via staging?
linuxgurugamer replied to Krymson Skorpyon's topic in KSP1 Mods Discussions
You could, but don't complain if something goes wrong -
[1.8.x, 1.9.x, 1.10.x] Jet Sounds Updated
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 1.3.0.6 Thanks to @JadeOfMaar for these: Remove redundant realplume [plume] configs Also fix MM pass. NEEDS and FOR do not mix as you may think. NEEDS is apparently ignored when FOR is given Fix redundancies -
[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
linuxgurugamer replied to NecroBones's topic in KSP1 Mod Releases
Hi all, I have a working patch for this to avoid the crash with radial tanks and IFS. Anybody interested? I also have it working with the B9 Part Switch mod for texture switching -
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
linuxgurugamer replied to FreeThinker's topic in KSP1 Mod Releases
@FreeThinker Getting some really strange results. In FuelTanksPlus, if the only part switcher installed is IFS, then InterstellarTextureSwitch2is added to the three radial tanks. Selecting ANY of those tanks results in the following: [IFS]: TPtankR01(Clone) modularTank.GuiName is null (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [IFS]: TPtankR01(Clone) modularTank.GuiName is null (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [IFS]: TPtankR01(Clone) modularTank.GuiName is null (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [IFS]: TPtankR01(Clone) modularTank.GuiName is null (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [IFS]: SwitchOrAssign Error: The requested operation caused a stack overflow. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [IFS]: SelectTankSetup Error: The requested operation caused a stack overflow. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [IFS]: AssignResourcesToPart Error: The requested operation caused a stack overflow. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [IFS]: SwitchOrAssign Error: The requested operation caused a stack overflow. Here is what results after MM does it's thing: UrlConfig { parentUrl = FuelTanksPlus/Radial/TPtankR01.cfg PART { name = TPtankR01 module = Part author = NecroBones rescaleFactor = 1.0 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 1 TechRequired = advFuelSystems entryCost = 2000 cost = 250 category = Propulsion subcategory = 0 title = RP-100 Pressurized Tank manufacturer = Fuel Tanks Plus description = A color-coded, radial propellant storage tank, for Monopropellant, Liquid Fuel, or Oxidizer. Our engineers assure us that it was never used for household propane. NOTE: This tank requires use of a fuel line, or manual fuel transfer, for Liquid Fuel or Oxidizer to flow. For your convenience. tags = ftp plus tube press fueltank rcs propellant rocket radial attachRules = 0,1,0,1,1 mass = 0.0625 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 maxTemp = 2000 bulkheadProfiles = srf fuelCrossFeed = True MODEL { model = FuelTanksPlus/Radial/TPtankR01 scale = 1.0, 1.0, 1.0 texture = TPtankR-rimRed-Specular, FuelTanksPlus/Radial/TPtankR-rimGold-Specular } RESOURCE { name = LiquidFuel amount = 45 maxAmount = 45 } RESOURCE { name = Oxidizer amount = 55 maxAmount = 55 } MODULE { name = ModuleCrossFeed } MODULE { name = ModuleToggleCrossfeed crossfeedStatus = false toggleEditor = true toggleFlight = true } MODULE { name = TweakScale type = free } MODULE { name = KSP_DataDump } MODULE { name = InterstellarTextureSwitch2 hasSwitchChooseOption = False tankSwitchNames = MonoProp;LF+OX;LiquidFuel;Oxidizer textureRootFolder = FuelTanksPlus/Radial/ textureNames = TPtankR-rimGold-Specular;TPtankR-rimBlack-Specular;TPtankR-rimRed-Specular;TPtankR-rimBlue-Specular textureDisplayNames = MonoPropellant;LF+OX;LiquidFuel;Oxidizer useFuelSwitchModule = true fuelTankSetups = 0; 1; 2; 3 objectNames = TPtankR-rim nextButtonText = Next Variant prevButtonText = Previous Variant statusText = Current Variant } MODULE { name = InterstellarFuelSwitch useTextureSwitchModule = True tankSwitchNames = MonoProp;LF+OX;LiquidFuel;Oxidizer resourceNames = MonoPropellant;LiquidFuel,Oxidizer;LiquidFuel;Oxidizer resourceAmounts = 125;45,55;90;110 tankMass = 0.0675;0.035;0.035;0.035 basePartMass = 0.0 displayCurrentTankCost = true hasGUI = false availableInFlight = false availableInEditor = true showInfo = false } MODULE { name = ModuleFuelJettison } } } Let me know if you need anything else. The short term solution is to disable the patch which adds it, but would be nice to have it fixed. I tried removing the "useFuelSwitchModule = true" from the texture switch - seems to let it work. Is this the correct solution?- 1,187 replies
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- fuel switching
- mesh switching
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(and 2 more)
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[1.12.x] Vessel Viewer Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Not at the present time, sorry