-
Posts
24,924 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by linuxgurugamer
-
Head over to the thread and happy downloading:
-
[1.12.x] Click Through Blocker - NEW DEPENDENCY
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Yes -
A Set of Mods for a Complete KSP Experience
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mods Discussions
CKAN supports modpacks via ckan files. It's part of the way I'm going to make this available, eventually -
This is the beginning of a project I'm working on, what could be considered a "modpack", although the only bundling I'll be doing will be a .ckan file. Understand that this is my vision, and your ideas, while welcome for discussion, may not appeal to me. In fact, I'd love to see other people do the same thing. This OP will be continuously edited until complete. I will also engage in discussions in the thread as appropriate. So, some ground rules to start: The license on a mod needs to be such that if the maintainer goes away, someone can take it over and update/release new versions CKAN preferred: If at all possible, only use mods that are available via CKAN. This will make it easier for people to install. Parts mods: Avoid extreme duplication of parts. For example, Airplanes Plus & C.E.D.A Aeronautics Division Airplane Parts Pack are two somewhat similar mods, but there are differences. See below for more discussion on this RO/RSS, etc: No. I would like to keep this using stock & stockalike values, see the next line Planet Pack: As of now, I am thinking of having four different systems: Stock KSP, New Horizons, Galileo's Planet Pack for a bit more challenge and better (?) scenery, and JNSQ to provide a challenge to the more advanced players. Interstellar: Eventually. Possibly this: https://forum.kerbalspaceprogram.com/index.php?/topic/183536-181-galaxies-unbound-nova-kirbani-123-1-08-february-2020/ I'm going to try hard to keep the number of mods lower than my normal install, which is usually more than 200. While nothing is going to be dependent on any DLC, both DLC packages will be fine. So, to start, here are some initial mods for the pack. This first set of mods mostly ignores parts, and is concentrated on Quality of Life, Playability, Visuals and Audio: Base Mods (not mods for bases) Recommended mods (not necessary, but extremely useful): In terms of parts mods, I'll be looking for the following: Aircraft parts. This includes propeller as well as jet engines Fuel Tanks. This includes both aircraft as well as rocket tanks, not necessarily in the same mod Rocket engines. Colonization. Civilian Population comes to mind, but I am aware of some others as well Launch pads, as in EPL, etc. While AlphaMensae's Modular Launch Pads is an absolutely stunning mod, they don't add functionality, so they might end up in the optional extras Construction. This includes things like Kerbal Construction Time, OSE Workshop, etc Manufacturing For all parts mods, I'll be looking for good to excellent detailing, good to excellent effects and a nice range of options. There should be more than one way to do anything, which does imply there there will be some duplication of mods/parts, but not to excess. My example earlier may actually be doable, but I would want to avoid more than two or three of the same kind of parts mods. It would be very useful if, when suggesting or discussing a specific mod, that a link to it is provided. That should be enough to get a discussion going. Edit: 3/1/2020 Exploration & Colonization (rovers, bases, etc) Civilian Population (or Orbital Colony if you just want the parts) Kerbal Planetary Base System Feline Utility Rovers I'm adding a "Gentle Suggestions" section, for things that various people think would add in one way or another to the experience. Gentle Suggestions (mods which can be useful, but not necessary) Per @pmborg's suggestion, I will be revamping this into several categories. Initially I'll start with the following, but this can and will change if needed: Simulation of Life Support / Realism Better Visual Effects ( scatter, BLO and so on ) Parts & More Technology (engines, tanks, drills and so on) Optional's (quick search this and that for example) Planet packs, (Like real Exo planets and Real Solar System or even Real Solar System with Stock)
-
[1.12.x] Civilian Population Modernized
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Not necessary, but I'll see if I can configure it I noticed that as well. It's a collider issue, I will see if I can find someone to fix it. I'll look into the issue of why they aren't dying. -
[1.12.x] Kerbin Date Calendar Recalculated
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I'd have to look, but I think that is for initial Kerbal date. 2020 may be running into a floating point overflow -
[1.12.x] Filter Extensions (No localization)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 3.2.4.1 Thanks to forum user @Gordon-Dry for these: Bluedog_DB fix Update SubCategories_Electrical.cfg (KSP-IE quick fix) Tantares fix Update SubCategories_Electrical.cfg -
New release, 1.4.6.24 for KSP 1.7.3, 1.4.7.13 for KSP 1.8+ Thanks to @siimav for these: Apparently there are mods that define custom KSC facility types. Those cannot currently be resolved to the KSP SpaceCenterFacility enum and will cause facility upgrade attempts to fail. I made KCT_UpgradingBuilding.facilityType field nullable so that any custom facilities would just be null there. In the process I also found out that KSP is unable to automatically persist nullable enums so a workaround had to be written for that. All spent funds that are related to vessel building & rollout are now logged under TransactionReasons.VesselRollout. This is rather important for RP-1 career logger
-
HazardousBody corrosion effect
linuxgurugamer replied to JadeOfMaar's topic in KSP1 Mods Discussions
Anything is possible, but is it worth it? I don’t think so -
[1.8.1] DaMichels Parts [1.1.0.0](2020 02 17)
linuxgurugamer replied to zer0Kerbal's topic in KSP1 Mod Releases
For radiating, Im pretty sure its the exposed surface area that is important, not the angles. -
[1.12.x] Civilian Population Modernized
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New Release Candidate, 3.0.0.6 Fixed time displays to show time in years, days, hours & minutes Changed the "x" to "Close" in the GUI Added following parts: biosphereAirlock LaserSmelter CNC Mill CivPopSAS CivPoPSaucer Flight School Movie Theater https://github.com/linuxgurugamer/CivilianPopulation/releases/tag/3.0.0.6 -
[1.8.1] DaMichels Parts [1.1.0.0](2020 02 17)
linuxgurugamer replied to zer0Kerbal's topic in KSP1 Mod Releases
I'm quite happy that @zer0Kerbal is picking up the parts mods. I may toss a few his way which I haven't had time to update. -
[1.8.1] DaMichels Parts [1.1.0.0](2020 02 17)
linuxgurugamer replied to zer0Kerbal's topic in KSP1 Mod Releases
Congratulations on the release. I'm curious how these are balanced compared to stock parts? -
What was the heaviest payload that you launched to orbit?
linuxgurugamer replied to AHHans's topic in KSP1 Discussion
Will take a while, but sure. The ship was refueled in orbit before going on the rescue. You want before or after the refueling? -
@Angel-125 Do you think you could make some configs for Civilian Population? Right now it has TACLS, Kerbalism (classic & default) and USI-LS. Would love to see Snacks, since that is what I seem to be settling on for the future. and the current beta is here: https://github.com/linuxgurugamer/CivilianPopulation/releases/tag/3.0.0.5
- 933 replies
-
What was the heaviest payload that you launched to orbit?
linuxgurugamer replied to AHHans's topic in KSP1 Discussion
I'd have to do the launch again, no idea of the mass in orbit, but it was pretty significant. It was something like 3 years ago as well -
[1.9.x+] ModuleAnimateGenericEffects
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
It's not a problem. The spacedock one was hand generated, the CKAN (from Github) was automatic. This was the initial release, will be consistent in any future releases -
[1.12.x] Civilian Population Modernized
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Could you send me a save game with a colony, which has kerbals being generated? I'm looking at the code, and it does seem that the birthdates are being recorded, so I need to figure out why they are changing. A save file would be very helpful -
[1.12.x] Civilian Population Modernized
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 3.0.0.5 Renamed module to ModuleAnimateGenericEffects Split ModuleAnimateGenericEffects into new mod Added MM code to parts to use stock ModuleAnimateGeneric if the ModuleAnimateGenericEffects is not installed Mod now has dependency on ModuleAnimateGenericEffects for proper animation & sounds for the landing legs Download from here: https://github.com/linuxgurugamer/CivilianPopulation/releases/tag/3.0.0.5 Note that this mod now has a "soft" dependency on the following new mod; soft meaning that if not installed things will still work, but the landing legs animations will be too fast and silent: Please delete the current version of the mod before installing this new beta