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KSP2 Release Notes
Everything posted by linuxgurugamer
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[1.12.x] TRP-Hire (formerly KSI Hiring)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 0.6.10.1 Moved initialization of basecolor into Awake() -
New release, 1.4.0.3 Moved initialization of vars into Start() function
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New release, 2.21.5.1 Changed variables into properties to avoid calling unity functions when not allowed to call
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New release, 0.6.0.1 Changed ROOT_PATH from a variable to a property to avoid calling a unity function outofframe
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[1.12.x] AFBW Revived (Joystick & controller mod)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 1.8.3.1 Fixed initialization of variable outside of MonoBehaviour loop Thanks to github user @bhaan for the following: New Feature: SAS Invert re-enable nav-ball toggle (speed mode) Fix Xml Serialization for KSPv1.8 Note: This change is not backwards compatible with previous controller presets. Users will have to reconfigure their controllers if these changes are merged. I've tested that an old configuration file will not cause failures for the mod during deserialization, but all the button and axis bindings will be removed. -
New release, 0.1.17.1 Thanks to github user @aAstronaunts for this: Fixed typo in foldername,causing InstallChecker to think it was incorrectly installed It would help if you pinged me when you make a report. Sorry it took so long to fix, I was not aware of it until today when github user @Astronaut submitted a PR to fix it
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There are fixes in the patches for the landing legs. I'll start up and see how they look. The legs work in that they extend and retract, but are just "parts" and don't have any flex to them. It would take some work to make them use their pistons, etc. in a realistic way
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I've gone through all the updates made by @DeltaDizzy in his fork. All the changes I made to my local copies had already been done by him, so here's a shout-out to @DeltaDizzy for a job well done. His fork is here: https://github.com/DeltaDizzy/AIES_Continued I've put it up into a release on my fork on github here: https://github.com/linuxgurugamer/AIES_Continued/releases/download/v0.1.2/AIES_Continued-0.1.2.zip For my own use I only use the Antenna and Solar Panels, all the other parts don't look that good since a lot of detail is put into the textures rather than the model. It's easiest to just delete the folders in the AIES_Aerospace folder that you don't want.
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@Stone Blue sounds nice, do you have a link to the file? Edit: Found it here: https://github.com/deimos790/AIES_Continued Edit 2: It had been forked and more updates made. I've forked that, and will apply my changes to it, if any are needed.
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I'm currently in the process of setting up a 2 gig ramdisk to temporarily store save files. Even on SSDs it can be a noticable pause when auto saving a large game. I'll be writing a batch file to copy it over to the SSD. Its awkward because I don't think I can change where the games are stored on KSP, but I haven't looked into that yet
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I looked at all the parts in the available download. While they were nice at the time, they have been eclipsed by more modern parts and artwork. Many of the surface details are just a graphic rather than an actual surface. The solar panels are nice as are the antennas. I've taken this: updated it for 1.8 and added the antennas, brought them up to current standards as well. I can't distribute the parts, but I can make the configs available, if you like
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So how does an average player take that signal and convert it to an image. And,going the other way, how could someone take an image and convert it into a signal like that for use in the game?
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[1.7.3] G'ths Visuals for General Gameplay - JNSQ and Stock
linuxgurugamer replied to G'th's topic in KSP Fan Works
deleted due to wrong thread -
I bypassed it. First, it can be ignored, it is olny a warning. what I did was to move all textures into directory PluginData, and then loaded all i ages using the ToolbarController public method LoadImageFromFile