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KSP2 Release Notes
Everything posted by linuxgurugamer
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Not KIS. The same inventory as the Breaking Ground parts. Totally different system than KIS
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Actually, they do minor releases as necessary. If there aren't any significant issues, then they won't bother Your wish (includes 1.875 SRB part):
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What makes you say that?
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[1.12.x] Image Viewer Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Unless you really, really want it, then no. -
[1.12.x] Modular Segmented SRBs
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Final Beta, first release candidate, 0.0.0.7 https://github.com/linuxgurugamer/ModularSegmentedSRBs/releases/tag/0.0.0.7 Added code to refresh PAW window. Will need to be updated when compiled for 1.8 (3 locations) Added 3.75m parts Configured all costs for 1.875, 2.5 and 3.75m parts to be consistant -
[1.12.x] Horizontal Landing Aid Redux
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
3.4.0.1 Fixed shader issue which was showing a ping square upon launching -
[1.12.x] Horizontal Landing Aid Redux
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I'll take a look this evening -
Mod Query: Experience Overhaul
linuxgurugamer replied to FirroSeranel's topic in KSP1 Mods Discussions
Nice to discuss, though. -
[1.12.x] Near Future Technologies (September 6)
linuxgurugamer replied to Nertea's topic in KSP1 Mod Releases
I think this would be wonderful. Coupled with Modular Segmented SRBs (about to be released), people will really have options for building rockets. -
Yeah, I forgot about ModuleManager, sorry. I agree, the way that ModuleManager works, order is important
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Yes. It's a lifesaver for me, with all my mods. Now the updates go pretty fast, only have a few problem children Glad I was able to help
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Mod Query: Experience Overhaul
linuxgurugamer replied to FirroSeranel's topic in KSP1 Mods Discussions
What you need to do is create a new experience system which will live alongside the stock system. It would apply adjustments depending on the situation. Your example of a pilot is good, but more definition is needed, especially for the other specialists. You need to define the effect of the experience (or lack thereof). Once the effect is defined, you can then think about how to implement it. The stock XP is embedded, but doesn't really do that much, so IMHO, it can be mostly ignored. Example of pilot experience: Entry level pilot: Very shaky on the controls. Maybe not able to control at all vessels beyond a specified size. Shaky controls can be implmented by applying random inputs of various sizes to the axises. Not able to control a rocket in descent Medium level pilot: Controls are relatively smooth, but when descending, still somewhat shaky. Can control larger vessels than the entry level pilot High level pilot: Controls are smooth, no issue with controlling vessels of any size. Landings are also smooth (no random inputs) -
See this: