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Everything posted by linuxgurugamer
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Fairly new feature in Editor Extensions is to hit the letter "b", the root part will be centered and the whole vessel will be moved close to the floor. My quirky habit is too many mods. I just can't seem to make a career install with less than 180 mods. But I keep trying
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[1.7.X] Civilian Population [RELEASED : 07/04/2018]
linuxgurugamer replied to Pamynx's topic in KSP1 Mod Development
Ummmm, I maintain over 200 mods, the vast majority of them are code. I already have my systems setup for new versions of KSP. What you forget is that the references may need to be updated for new versions of KSP. I deal with that by using wildcards in the csproj file. I do my release builds on a Jenkins server, which is running in a Linux environment I had looked at the original source from Github. That source has 6 different csproj files and not a single sln file among them. I want to understand why the author decided to set it up in three different DLLs; unless he intended to allow one or more to be removed, it doesn't make sense and makes the whole project more complicated than it needs to be. As it is, the directory structure of this mod is rather strange compared to all the other mods I work with. I'll probably reorganize and consolidate it into a single dll, which will simplify the development and final builds.- 242 replies
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[1.7.X] Civilian Population [RELEASED : 07/04/2018]
linuxgurugamer replied to Pamynx's topic in KSP1 Mod Development
Looks like the scaling is off. One question about compiling. I see that there are a lot of subdirectories, each with it's own .csproj file. Did you use them, or just build main csproj file and compile them all together?- 242 replies
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[1.7.X] Civilian Population [RELEASED : 07/04/2018]
linuxgurugamer replied to Pamynx's topic in KSP1 Mod Development
the csproj files are fine, but I don't understand what you mean about the nduniversity.cfg Yes, that's fine- 242 replies
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[1.7.X] Civilian Population [RELEASED : 07/04/2018]
linuxgurugamer replied to Pamynx's topic in KSP1 Mod Development
Yes, I could adopt this. For now, you need to share the source code and the license. Easiest way would be to include the source in the same zip file as the released code. Regarding the rebuild, what did you have to change to get it to compile?- 242 replies
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[1.12.x] Kerbal CCTV with WiFi camera
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Some images showing the problems would be helpful -
[1.12.x] NodeHelper - tool used to edit node positions
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 1.5.1.2 Added/fixed code to save position of windows Deleted old code for the Blizzy toolbar Thanks to @whale2 for this: Fixed saving data for parts having names with underscores Added support for last two field in an attach node: Crossfeed and Rigid. They only get added if not false -
New release, 1.2.0.1 Thanks to user @tinygrox for this: Added localization Updated a few typos in KerbalGPS_Main.cs
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You are landing too fast, a fairly common mistake. There are some mods which can help, Navhud is one, Flight Markers is another. You have to remember that for an airplane, altitude = energy. In other words, if you are too high and try to dive to get lower, your speed will increase. First thing is to know how slow the plane can fly. This takes practice in flying just above stalling speed. Try flying at 100m and slowly reducing the throttle, keeping the same altitude. Once you know that, you can use the throttle to control your altitude. Use the elevator to control your airspeed. Next. Line up with the runway a long ways out. This is so that you don't have to maneuver during the landing. Depending on the plane, you shouldn't be more that 200-300 meters high when you are about 3 km away. Now control your altitude, slowly descending to meet the end of the runway closest to you. You should be about 5-10m high when you cross the threshold of the runway. Finally, reduce the throttle and slowly pull back. The plane should NOT balloon up, if it does, then either you are going too fast or you pulled back too much, or both. As you pull back the plane should slow down and settle on the main landing gear.
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[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
linuxgurugamer replied to theJesuit's topic in KSP1 Mod Releases
Do you mean Warp drive? -
Thats usually a missing resource. Rather than complain about it, why don't you post a logfile so that you can be helped? Since no one else has brought this up, there might be something in your install causing this. Also, if you are running on 1.8, you should install the ZeroMiniAVC mod to delete all the MiniAVC dll files, they are broken on 1.8
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HazardousBody corrosion effect
linuxgurugamer replied to JadeOfMaar's topic in KSP1 Mods Discussions
I’ve been thinking about this., and my conclusion is that it doesn't matter. If ANY skin is exposed, that part of the skin will take damage at the same rate as the rest of the part. It will fail at the same rate no matter what. -
[WIN] TED - KSP Tech Tree Editor Revived
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
The Better Label Release, 0.5.1 Added more characters to node display Added second line to node display Slightly improved error message when badly formatted cfg file is read -
Origionally made by forum user @Nelien, it's been dormant for a while. It needed work to be able to deal with Localization. Original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/89213-* I've taken it under my wing and added code to deal with Localization tags. Changes Corrected window title Updated text which referred to KSP 1.04 to KSP Added installer project Note: Requires .NET 4.5 - Download and install from here (link to Microsoft download) Availability Source: https://github.com/linuxgurugamer/ksp-techtree-edit Download: https://github.com/linuxgurugamer/ksp-techtree-edit/releases License: LGPL This is a regular Windows installer Note: The only dictionary supported at this time is en-us because many mods are not localized. If there is demand for additional dictionary support I'll consider adding more later. Known Bugs Badly formatted dictionaries can cause problems
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It might be, but it has nothing to do with this mod. It can be a stand-alone contract
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Ummm, why? Starlink is essentially lots and lots of communication satellites, which is already dealt with by stock
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
linuxgurugamer replied to Probus's topic in KSP1 Mod Releases
For all interested, I've been working on updating the Yonge Tech Tree Editor. I seem to have a working version, and @Probus is testing it for me.- 1,028 replies
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HazardousBody corrosion effect
linuxgurugamer replied to JadeOfMaar's topic in KSP1 Mods Discussions
For tank, at least, you can adjust by the size of the tank; ie: how much fuel it can carry. Not perfect, but then again, KSP isn't perfect I've looked at FAR in the past, but it was too much for me. It would be great if someone could pull out the voxelization code such that I could pass in a single part and get back a size and/or a surface area. -
HazardousBody corrosion effect
linuxgurugamer replied to JadeOfMaar's topic in KSP1 Mods Discussions
Nice. As you can tell, I am very interested. My problem is that I don’t do parts. The idea of using a shader to alter parts is fantastic, but again, not my forte. I would be interested in doing this as part of a group effort.