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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. For now, use the full KSP-AVC mod, the MiniAVC is broken. Remove all MiniAVC.dll files by installing ZeroMiniAVC
  2. Oh, thanks, I'll look at that. I am well aware these are for the KSPU stuff, but thanks for the mention. What I'm looking for are changes which should be incorporated into my branch I can't look at source code, I'm using Github's PR mechanism to generate and show me the differences. You have a lot of branches, but none of them indicates they are the branch for that release, so which branch should I use?
  3. Just reviewed @GregroxMun's fork, and it has some issues with the MM patches (uses FOR)
  4. I'm looking at @Lisias fork right now, and I don't see any changes to the mod, just supporting files such as the readme, license, etc
  5. I'm not trying to take over your life :-) So initially I thought just to fix any problems, but if you want to do more, that's fine by me. I hadn't, but I will. There comes a point at which forks diverge too much. Thanks for the suggestion
  6. It would be great if you could make new atmospheres for them. No rush, but I'd like this to be working again. I've commented out the staticPressureASL in the files he mentioned, if you could provide more realistic values, that would be great. I code, dealing planet packs is something I don't have any experience with, and really don't have time right now. Thank you @OhioBob I've pushed all the changes I made to this repo and branch: https://github.com/linuxgurugamer/New_Horizons/tree/1.8
  7. @OhioBob Would you know what to set the atmosphereMolarMass to for these planets? I have absolutely no idea
  8. @CrainFartor You don't have a license in the file, so I have to ask: Would it be ok if I include your files with my curated version of New Horizons?
  9. So, about this idea I would like to say that, although I would probably not use such a release after fixing all these issues by myself, I would very much like to see something like this happen, because I think New Horizons is a great mod and it deserves to be taken care of for everyone to enjoy it with as few bugs as possible A bit late, but I would be interested in merging your changes into my version. If you still have them, could you send them to me? Thx
  10. If you are looking for Kerbin to be a binary planet system, then I don't know. The only other one that I can think of is New Horizons
  11. Most likely. Be sure to follow the instructions for GEP_JNSQ. And MAKE A FULL COPY OF THE GAMEDATA before you start
  12. New release, 1.2.11 Added 1.875m size Fixed category being set to none when RealChute is installed Reduced size of 0.625 version attach nodes Changed the tech required node of the 4 largest ballutes Release 1.2.11.1 Updated drag values of all Ballutes (they were all set to 500) Release 1.2.11.2 Thanks to @zer0Kerbal for these: Fixed bulkhead profile for the 1.875 size Removed extra "scale" in the 1.875 size All extra "scale" lines were removed from the other parts as well
  13. Ok. I'll let you know when I have something @theJesuit where do the 1.875 parts go? Oh, just saw it. Cool
  14. It will have code to prevent it from running on 1.7.3
  15. Don't bother. ZeroMiniAVC still works, and doesn't have any dependencies
  16. It's simple, just turn off crash damage. The vehicles are following the laws of physics, as does the rest of the game. Vehicles flip because of physics, not because of magic. And a mod which would prevent that would essentially be magic.
  17. @theJesuit I can't believe I never saw this before. You seem to have a good set of rules to apply when adding a new mod to the tree. Would you care to share them? There are a number of mod which aren't supported yet, but which I could probably do without too much trouble if I had a set of rules to follow
  18. I hope to get this updated to 1.8.x on Wednesday during my New Year's stream
  19. Sorry, no. Besides the fact that I don't make parts, this mod is in maintenance, not development. And I believe the animation is closely linked, so not sure how easy it would be to make spider with the legs articulating properly
  20. MiniAVC is not a dependency of anything. Period. It is a dll included in mods to check the version file. And if you follow my logic properly, you will see that there will never be a name collision. Once the MiniAVC.dll files are gone, this won't do anything, but if somehow an older mod is installed with the old MiniAVC.dll (quite possible), then this will catch it before it causes a problem. It's not needed. And would just make CKAN that much more problematic to use, because it would then be changing mod files
  21. Try this (untested): https://github.com/linuxgurugamer/InlineBallutes/blob/master/GameData/KermangeddonIndustries/InlineBallutes/Ballute1875.cfg
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