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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Build process is automated, but among other things, I'm adding install checks to each. I've already fixed a number of bugs in released mods.
  2. Not KIS. The same inventory as the Breaking Ground parts. Totally different system than KIS
  3. 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):
  4. Last entry was 2017, but the author is still around, so go for it
  5. I'll look at it this evening. Very odd about that message and the missing options window, it works for me without any problem
  6. How did you install it, and what version of KSP are you running? Log file please Warp speed settings?
  7. Or you could try this: It now has sizes going up to 3.75m. Final beta now. Next version will have the ability to change the thrust curves by selecting a grain. The full release will be for both 1.7.3 and 1.8
  8. 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
  9. 3.4.0.1 Fixed shader issue which was showing a ping square upon launching
  10. New release, 1.7.5.1 Fixed shader issue in 1.8 Changed part configs to use current part model instead of deprecated part model Depreciated the QuantumStrut part, will still be available to legacy craft Replaced QuantumStrut part with QuantumStrut2 part, using models from KAS Legacy
  11. Interesting. I don't think I had it installed when I was having the problems. Not sure though. I'll just have to keep an ear open for the next time it happens
  12. I think this would be wonderful. Coupled with Modular Segmented SRBs (about to be released), people will really have options for building rockets.
  13. Me too. I always post to mod threads when I do an update, with the version number and a list of the changes.
  14. Yeah, I forgot about ModuleManager, sorry. I agree, the way that ModuleManager works, order is important
  15. 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
  16. 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)
  17. And it is very much appreciated. Sorry I was a bit curt, I'm in a big business meeting, don't have a lot of time to respond
  18. Ok, thank you. Sounds like I need to remove something,those folders should not be inthe download Edit: Shader problem is simple, will be fixed tonight
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