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Everything posted by linuxgurugamer
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forum user @PrivateFlip wrote this a number of years ago. Original thread here:https://forum.kerbalspaceprogram.com/index.php?/topic/77308-14-routine-mission-manager-v032/ With his permission, I've adopted it Routine Mission Manager This mod allows a player to track flights to vessels and station in orbit of Kerbin and it's moons. After completion of the original flight, repeat flights can be ordered at stations and vessels in orbit. These flight will happen in the background, cost money and will take time to complete. After completion the mission vehicle will be found docked on the station or vessel. The mission vehicle can also be ordered to automatically return to Kerbin. (Only missions which start at KSP and end with a docking event in orbit of Kerbin or its moons are supported.) Availability Download: Kerbal Space Dock Source Code:https://github.com/linuxgurugamer/RoutineMissionManager License: BSD Available via CKAN Dependencies ToolbarController ClickThroughBlocker SpaceTuxLibrary Module Manager Changes from previous version: Updated for KSP 1.8 Created Changelog file from release history on Spacedock Added support for ClickThroughBlocker Updated button graphic Replaced stock toolbar code with ToolbarController Added alternate skin Added settings page Improved layout of various screens by merging lines as appropriate, not having only one item (label or data) per line Fixed some typos in variable names Added some spacing to manual Manual There is an in game manual detailing the operation of the mod. When placing a vessel on the launch pad or runway or viewing a vessel in orbit around Kerbal, Mun and Minmus the 'rmm' button will appear in the ksp button bar. This button will open the routine mission manager menu which will contain a 'Manual' option. The mod is operational for Kerbin and it's moons. This can however be changed by altering the AllowedBodies.txt and HomeBodies.txt files of the mod, especially relevant for those using planet mods. An AllowedBodies.txt and HomeBodies.txt file are present in the RoutineMissionManager folder in GameData. Both can be edited to edit and change the allowed bodies and the home bodies the mod works with. Planetary body names are case sensitive. Each planetary body should be placed on a new line in the file. Allowed bodies defines the planetary bodies can have their orbit be a destination for repeat missions handled by the mod. A home body defines the planetary bodies which from which launches can occur and to which missions can return to. (All basic functionality should function with multiple home bodies, but the mod logic is geared towards a single home body and could display somewhat weird behaviour from a game play point of view.) ------------- Written by PrivateFlip for the KSP community Commercial Offerings is released under a modified BSD license. See source code for license text. This mod makes use of Module Manager, made by ialdabaoth. Currently Module Manager is being maintained by sarbian (KSP forum link) ialdabaoth has stated the following: "Plugin developers and other modders have my explicit permission to redistribute this dll with their own works, so long as you give credit to me and provide a URL back to this forum post." ialdabaoth forum post for Module Manager on the KSP forum can be reached with the following URL: http://forum.kerbalspaceprogram.com/threads/31342-0-20-ModuleManager-1-3-for-all-your-stock-modding-needs Special thanks to sarbian. Besides maintaining the extremely useful Module Manager, sarbian's Kerbal Crew Manifest showed me all steps related to the basic crew handling. Special thanks to NavyFish's whose Docking Port Alignment Indicator showed how to calculate the angle I needed to rotate the docking port of the arriving vessel towards the destination vessel.
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[1.4] Routine Mission Manager [v032]
linuxgurugamer replied to PrivateFlip's topic in KSP1 Mod Releases
Hi all, I've adopted this mod with permission from the author. New thread will be here soon New release will be here soon (as in, today) New thread is here: -
[1.7.X] Civilian Population [RELEASED : 07/04/2018]
linuxgurugamer replied to Pamynx's topic in KSP1 Mod Development
Log file, please. make sure you have the dependencies: ClickThroughBlocker ToolbarController- 242 replies
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- civilian population
- revamp
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[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
@leatherneck6017 Thanks for testing so quickly. I can only grab a few minutes here or there right now due to work demands, it's really appreciated what you do -
[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 1.16.0.6 Fixed non-variant parts not showing up in the upgrades window -
[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Yuck. Ill see if i can get some time The way things are, you can only have one mod changing stats on a part. I dont know what you mean by “nullify each other”, unless each hve clauses in the MM to not install if the other is around. Ill take a look, and if thats the case, will contact @Lisias to discuss the situation and see which should take precedence -
[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 1.16.0.5 Added Log.cs, now writes data to seperate log file as well as standard Replaced all Debug.Log lines with Log.Debug Added some checks to only do variant code if variants are available for the part Fixed kerbal on eva exploding immediately from overheat Seems that I added an extra check which prevented kerbals from being processed correctly -
[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I hope to get to this soon.. I am rather busy right now, my company is currently gearing up to double our capacity because of all the school closing. Also, .3 was not announced, it was only about 5 minutes before I released .4 -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
linuxgurugamer replied to Booots's topic in KSP1 Mod Development
All, After some discussion, @Booots will continue with both this mod and the CommNetManager. I'll be pushing my changes to him as soon as he gets his repo updated., so will leave my files until he gets my changes and updates. -
Whenever you do a PR, I'll merge and test
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[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
It doesn't use it, but does now take it into account (released fix for it today) -
[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 1.16.0.4 Fixed issue with part variants where it wasn't changing the mass of the part variant, resulting in negative numbers on occasion -
Why reinvent the wheel? Why not just use the Blizzy toolbar, it works well. You could probably even create a config to ship with this (not sure about that) which would predefine a toolbar with specific buttons Yeah sorry, now some other random mod is causing the error, i think something else is going on here will have to check mod by mod. the reason i posted here is Critical temperature gauge came up first. sorry should have checked in more detail will let you know how it goes! sorry again for the false alarm @Teilnehmer ok this is strange, i remove Critical Temp mod, everything loads just fine on launch, now either it;s a conflict between some other mod or it;s something else, i just cant figure it out here is the log and player-log maybe you can make something out of it i am all out of ideas https://www.dropbox.com/sh/w1mj4wj7le2qqv2/AADgTIb4JhoFBc-JkNXlA7xua?dl=0 I managed to narrow down what is happening, The problem goes away either by removing this mod or KSTS, so either there is a conflict or one or the other mod is causing problems, i raised the issue on KSTS thread with @linuxgurugamer will wait what he has to say so we can find the culprit. I'll take a look at this
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[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
KRnD get the info from the part itself at runtime. The problem is that it doesn't know about part variants, and those part variants change the mass of the parts. Sometime the amount it changes the mass is much more than the adjusted part mass, resulting in negative numbers. The solution is not simple, I will have to now read in all the variants (or maybe just the current variant) and include those masses (or negative masses in those cases where the variant is reducing the mass) in the final calculation KRnD is getting the mass directly from the part itself. It does not know about the variants, therefore it stays at 0.075, if you look in the part files, you will see that. The Wiki is taking the variant info into account, which is why the masses are different -
[1.9.x, 1.10.x, 1.11.x, 1.12.x] Part Wizard Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 1.3.8.1 Fixed sort by stage ascending/descending from having constant resorting going on -
[1.12.x] Malah's Quick Mods - ZEROMINIAVC in new thread
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release QuickSearch 3.3.0.10 Thanks to user @dtoxic for the bug report Thanks for user @tivec for the following fixes: Fix Enter to search Fix history window to only show if allowed -
Yes. 1.8.1 had a good improvement over 1.7.3, but it did have more bugs as a result of the engine upgrade. 1.9.1 is the same engine, som many of the bugs have been fixed
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Will KSP 2 have better file/data formats?
linuxgurugamer replied to kfsone's topic in Prelaunch KSP2 Discussion
But then you are suggesting having two different "languages", one for craft/save files and a different one for part files. That seems like extra work and more changes for bugs. And, given that we occasionally have to edit either craft or save files, it would be better IMHO if the syntax was identical, and readable by humans -
[1.8.x, 1.9.x, 1.10.x] PartInfo
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
It all depends on what the code does. Take a look at the parts which do and don't have that button in the PAW. I think you might see a pattern. According to the last commit for it: It's part of the B9PartSwitch, so I'm going to guess that if there aren't any partswitch settings in a part, you won't see it -
[1.9.x] Vertical Velocity Controller Redux
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Wasn't designed for jet engines, their response is too slow for the mod to understand. Was really designed to make it easier to land on a different planet -
You might be surprised. 1.9 has significant performance improvements
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Yes, please