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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. There is an issue with the Verniors, I have a patch which fixes it. Other than that, I haven't seen any issues with the mod in 1.7.3 or 1.8 See this post for the patch: @NecroBones hasn't been on the forum for a year and a half. If someone wishes to adopt this, I don't think there would be any problem, and no, I don't want to because I have a lot on my plate.
  2. I released my adoption here: so, how do you know it's exploding at the stock temperature? I'm not being argumentative, I'd really like to know how you know. It's the only way I can fix it is by knowing what the explosion temperature is Please do the followup to this in the new thread:
  3. New beta, 1.4.6.20 for KSP 1.7.3, 1.4.7.9 for KSP 1.8.x Removed old #if which was disabling the multiple launchsites Available here: https://github.com/linuxgurugamer/KCT/releases/tag/1.4.7.9
  4. If you are referring to the icons, no convention, but I append the size to the icon name; ie: si-24.png, si-38.png Oh, and congrats on the release. CKAN just finished processing the new netkan, you should see it updated on your local CKAN in a few minutes
  5. Small icons (for Blizzy) are 24x24, stock toolbar icons are 38x38 I'll update the netkan to point to your release Edit: @zer0Kerbal your .version file is rather confusing. If you have a Min and Max, you don't need and should remove the KSP_VERSION as it will be ignored.
  6. Small icons (for Blizzy) are 24x24, stock toolbar icons are 38x38
  7. If someone were to update the models, I'd be happy to update the configs (what little has to be updated) for 1.8
  8. Please provide the template that you are using. While there are a number of exceptions in the log, none of them was related to this mod. Also, please ping me when posting a message like this so I'll be notified about it
  9. They have already announced a delay. And when they did, they didn't specify a new release date. Actually, they never gave a release date, they merely said "1st quarter"
  10. Yes, i did. The mod will work, but some of the parts have serious problems with collidiers, etc. I'm not supporting this anymore since I'm not a parts modder
  11. New betas, 1.4.6.19 for KSP 1.7.3, 1.4.7.8 for KSP 1.8.x: Fixed unnecessary int in KCT_GUI.cs Thanks to user @siimav for the following: Make launchpads non-upgradeable and add option to delete them Formula improvements & Airlaunch fix for KRASH Note: The following two are specific for RP-1 Add button for deleting LPs Add option for making LPs unupgradable Fix Airlaunch persisting to a KRASH sim https://github.com/linuxgurugamer/KCT/releases/tag/1.4.7.8 Assuming no errors crop up, this will turn into a full release by the weekend Please try it with the beta I just posted
  12. I hate necro'ing a thread, but this is fantastic. I have the original ISP, the redrawn one and the new one, will be putting them up on my office wall when construction is completed. I'll probably get one of these made into a poster and put it up as well. @Kerbas_ad_astra Would you be interested in collaborating on a set of missions to work through all of this? I'm thinking that first we can define the missions, then work on a contract pack to go through all of them. Using CKAN, it would be quite simple to create a ckan file to install all required/recommended mods
  13. Not being fluent in the subject, how difficult would it be to take a model and rescale it inside Blender? So the last two are crossfeed and rigid. I suppose I could add them, I'll tack it onto the list of things-to-do :-) https://github.com/linuxgurugamer/NodeHelper/issues/7
  14. I'm not sure. NodeHelper only writes to a file that data which it understands and controls. Even assuming that you find the documentation, it is nothing to do with what NodeHelper does. Find the docs and I'll see if it makes sense
  15. New release, 0.0.2.1 Fixed nullref when going to the MainMenu from inside a game.
  16. BETA RELEASE, 1.4.0.7 Fixed location of config files Please let me know of any issues that you come across. Most especially, exceptions in any of these. Due the the Unity change and the way these mods were written, I had to do more work to fix the issues. Only available from here: https://github.com/linuxgurugamer/QuickMods/releases/tag/1.4.0.7 If no issues are reported by the weekend, I'll update this beta to be a full release
  17. The compatibility issue is still a thing, I'm going to have to code for each part switcher And it should be on CKAN now
  18. Forum user @-MM- wrote this nice mod several years ago. He has retired from modding and gave me permission to adopt it. Original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/128204-142-kerbal-research-development/ I always thought that science-points lose a lot of their value in the endgame once you have unlocked the entire tech-tree, which is why I made this mod. With Kerbal R&D you can spend science points to improve the stats of the parts you have already unlocked in a career game. At first the investment will be rather small, but the cost goes up exponentially so you will always have a good reason to bring back every last bit of science from your missions. More images: http://imgur.com/a/2J020 License: CC-BY-NC-SA 4.0 At the moment you can improve the following stats: Dry mass of all parts (reduced mass of a part when empty) Atmospheric and vacuum ISP of Engines (improving their fuel efficiency) Fuel flow of Engines and RCS-Thrusters (increasing their maximum thrust) Torque of reaction wheels Charge rate of solar panels Crash tolerance of landing legs Battery capacity Efficiency of Generators (eg RTGs) Efficiency of Resource Converters Safe deployment-speed of Parachutes Maximum internal- and skin-temperature of all parts Fuel pressure (capacity of fuel tanks) The upgrades are tracked separately for each part and vessel, which means any research you do doesn't affect your ships and stations already in orbit. The cost of each upgrade and the improvement it will bring can be tweaked for each part via simple configuration files. Dependencies ToolbarController ClickThroughBlocker SpaceTuxLibrary Availability Downloads: https://spacedock.info/mod/2311/Kerbal Research %26 Development Source Code: https://github.com/linuxgurugamer/KRnD License: CC-BY-NC-SA 4.0 Reviewed by Kottobas Games: Available on CKAN You can download the [previous versions of this mod from GitHub 1.15 (for KSP 1.4.2): https://github.com/mmoench/KRnD/archive/1.15.zip 1.14 (for KSP 1.3.0): https://github.com/mmoench/KRnD/archive/1.14.zip 1.13 (for KSP 1.2.2): https://github.com/mmoench/KRnD/archive/1.13.zip This mod requires the mod Module Manager to work. Please note that this mod is not 100% compatible with other mods which modify parts at runtime (eg TweakScale, InterstellarFuelSwitch, Firespitter, B9PartSwitch).
  19. It's actually more common then you think, especially with the older mods. Not going to happen right away, but I'll get to it
  20. How about I put in a scaling factor which the user can use to specify ? Won't be perfect, but could make things easier.
  21. What parts have 8 and 9 entries for those? I'm not aware of any part which has that, and the documentation for it only goes up to 7 entries
  22. Sure I think I did it, let me know I've updated Spacedock with the new version by @Kerbas_ad_astra, along with the source code link and this thread as the homepage. Once @Kerbas_ad_astra accepts the invitation, it will be under his control
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