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KSP2 Release Notes
Everything posted by linuxgurugamer
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[1.8.x] Firespitter Extended [Version 2.2, "Quality Control"]
linuxgurugamer replied to a topic in KSP1 Mod Releases
Thank you for your contributions. Good luck in whatever you do -
totm april 2020 I had strings, but now I'm free.
linuxgurugamer replied to Whackjob's topic in KSP1 The Spacecraft Exchange
You know things are bad when you cough and your computer immediately starts a virus scan -
Let's All Land Together
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Challenges & Mission ideas
Congrats. Looks like the 178 parts includes the launcher, which is not part of the score. Go into the editor, delete the booster and just leave the orbital vehicle to get the part count. For now, I'll put you in as a tentative score -
[1.9.x] Kerbonov Kn-2 Cockpit Module Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 2.0.2.1 Updated for 1.9 Added copy of more deprecated textures for the Rockomax X200-4, and updated that part for the copied files -
[1.9.x] Kerbonov Kn-2 Cockpit Module Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I guess you didn't bother to read the installation instructions, listed in the OP and in the mod itself. The T1600 is fixed with the instructions, I do have to do an update for the X200: IMPORTANT INSTALLATION INSTRUCTIONS One of the parts (a tank) uses some Squad textures. Unfortunately, in 1.5, some of the textures it uses have been moved into the zDeprecated directory, and are not directly accessible during loading. This causes some textures to be missing. To address this, I've provided a pair of scripts, one to be used on Windows and the other to be used on both Linux & OSX. These only need to be run one time Windows Instructions Open the Kerbonov folder in Windows Explorer Double-click on the file Windows_CopyTextures.bat (note that on most systems, you won't see the .bat) Linux & OSX Desktop Instructions Open the Kerbonov folder Desktop Double-click on the file: BashCopyTextures.sh Linux & OSX Terminal Instructions Change to the GameData/Kerbonov directory Type the following: bash BashCopyTextures.sh -
How many pods can you land at the same time? This challenge is designed to test your reentry design skills. The problem is simple: Land as many individual populated command pods as you can simultaneously. They cannot be connected, meaning that each will need to survive reentry by itself. Bonus if you launch them with a rocket first. Rules Build a vessel with multiple, manned pods. They don't all have to be command pods, but you will need at least one control unit (probe core, command pod, etc) for control purposes. Note that you will require at least one engine of any type to do a de-orbit burn. Note: External Command Seats are not allowed, the manned pod has to be a manned pod, not a service bay with an external seat inside. Use HyperEdit or the cheat menu to get to a safe orbit around Kerbin. If using HyperEdit, the orbit needs to be at least 86751 Note: The cheat menu will allow you to set a minimum Semi-Major Axis of 686750, which ends up being an orbit of 86751m. All the command pods must be separated/staged by the time you hit 50,000m All the command pods must be manned. No extra points for more than 1 kerbal in a pod, the idea is to see if the pod survives without killing the occupants Whatever you use to slow down the vessel must get the initial PE to be below 50,000m Part clipping is allowed within reason, primarily for aesthetics Control: The vessel MUST have the ability to face prograde, and then retrograde before leaving orbit Mods are allowed with the following provisions: All mods (other than graphical) must be listed Parts mods must be reasonable (ie: No OP parts). If in doubt, ask Landing counts, meaning that if a pod survives the reentry but not the landing, then it counts of destroyed Scoring Separation at landing will influence the score There will be two categories: Adjusted Cost per Manned Pod Adjusted # Parts per Manned pod. Scoring Calculation Start off with 10 points for each command pod with one or more occupants For each pod destroyed during reentry, subtract 20 Measure (if possible) the distance between the two most seperated pods, distance to be in Km Divide the score by the distance apart in Km Take the total cost and divide by the score to get the adjusted cost Take the total number of parts and divide by (score / 10) to get the adjusted parts Note You can get the vessel location of each landed vessel in the Tracking Station if they are too far apart. If all are in view, you can get the distance between vessels by double-clicking on the vessel you want the distance to. Submission When taking pictures, please adjust the Ambient Light so that the vessel(s) are fully visible, even at night. Submit pictures showing it in the editor (VAB/SPH) with the Engineer's Report showing, in orbit with the altitude shown, both prograde and retrograde, before the reentry burn. A video of the entire mission is also acceptable, as long as the resolution is good enough to show the numbers in the editor and in flight. Extra Points Launch the whole thing with a rocket, and get it into the desired orbit Add to the initial calculation (step 1) 1 point per manned pod which is launched Submission must include a picture of the orbital vehicle only in the VAB/SPH, this is needed for scoring purposes Notes I have been able to land 7 individual pods at one time (was not trying for a record at that time). I am NOT posting pictures at this time since I want people to come up with their own ideas. I will post some pictures after a few submissions have been made. If the moderators request it, I can send them the pictures privately showing that I have been able to do it I'm declaring this challenge over. I must confess that the ingenuity shown far outreached my expectations, and it ended up being a test of patience and computer power. The scoreboard is below, listed in order of entries. The scoring calculation I came up with was insufficient to handle the entries. Thank you all for entering Scoreboard User Adjust Cost Adjust Parts doggonemess 9731.3 123.9 Pds314 298.8 10.5 jinnantonix 18.75 0.962 vyznev 20.54 0.5274 vyznev 2.556 0.05498 mystifeid 1.1038 0.0354 vyznev 0.3646 0.01478 mystifeid 0.2587 0.0102 jinnantonix 0.156 0.0087 mystifeid 38.82 0.8531
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MotorWings: A Post-Apocalyptic, Crimson Skies Like KSP
linuxgurugamer replied to Moach's topic in The Lounge
Crimson Skies is one of my all-time favorites, very sad when they made it X-box only I'll be following this with extreme interest BTW, you might want to open a pre-orders now, if it's reasonable, you might be amazed by what happens- 28 replies
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[1.9.x] Kerbonov Kn-2 Cockpit Module Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Looks like some textures got deprecated. I’ll see what i can do. Thx for the report -
Just an FYI, I also have to adopt another mod, DeployableCtrlSrf which has the DLL included in this. Both will be released at the same time
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I'm waiting for a reply from @harrisjosh2711. The current license is All Rights Reserved, which prevents me from doing anything until it gets changed. @harrisjosh2711 A message here in the forums passing the ownership to me would suffice, I would then change it to a more open license at the new release LGG
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I'll be adopting it, and probably in a few days. As of right now, the only known bug is with the RCS, and that's an easy fix If there are other issues, please let me know
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Terrain Bug on KSP 1.8.1
linuxgurugamer replied to Regor's topic in KSP1 Technical Support (PC, modded installs)
I assume that without Kopernicus, there aren't any square chunks? If so, then maybe post in the Kopernicus thread -
Terrain Bug on KSP 1.8.1
linuxgurugamer replied to Regor's topic in KSP1 Technical Support (PC, modded installs)
Two things might help: First, move the settings.cfg outside of the KSP directory and restart KSP. I've heard that sometimes Kopernicus needs to be able to rebuild that file at game start with the updated settings. Second, although it might seem counter-intuitive, try reducing the various texture and render qualities a bit. Your video card/chip only has 4g of space, and it might be running out because of the full textures you are displaying. -
Too late Ive already started, and have been in touch with the author, just waiting for the files now
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[All versions] Kerbal Tubes
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Development
Actually left over from PaintShopPro Make a PR, please. I’ll review all the parts, but it looks ok -
Just an FYI, I've contacted the author about it, will see what comes of it
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You missed the point. I do not want to work on this, I asked a few other people about it, no luck.
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Terrain Bug on KSP 1.8.1
linuxgurugamer replied to Regor's topic in KSP1 Technical Support (PC, modded installs)
Check your settings, on the Graphics tab, what's the Terrain Detail set to? Also, what are the Render Quality and Texture Quality set to? that looks like low-res textures. Also, please describe your system (OS, video card, memory of computer, memory on video card, etc) -
[1.12.x] Smart Parts Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 1.9.16 Added optional EmbeddedSmartSRB module, use PatchManager to enable it Thanks to user @jsolson for these changes: Cleaned up and merged code for the SmartSRB and EmbeddedSmartSRB, now SmartSRB and EmbeddedSmartSRB are in a single file. Use a common base class for both. Added check for enabled to the onEngineActiveChange Added setting isEnabled to false if not available in the Awake() -
Most likely you didn't install the dependencies: BahamutoD Animation Modules v 0.6.5.9 KSP Wheel v 0.16.14.33 and for safety: ZeroMiniAVC I just installed this in a clean 1.9 install with CKAN, and it works perfectly well, there were 32 other viewers who saw it as well (I did this on stream). I see from the log file that you have one or more copies of MiniAVC installed (it comes with many mods), you need to remove them as it is seriously broken in 1.8 and 1.9. Use the ZeroMiniAVC mod to do that for you automatically Your log file is full of exceptions related to out-of-date DLLs, among other things. You need to fix those.