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KSP2 Release Notes
Everything posted by linuxgurugamer
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[1.5] KOOSE mini reentry pod aka escape pod
linuxgurugamer replied to TiktaalikDreaming's topic in KSP1 Mod Releases
Imagine my surprise when I found that the new science parts in Breaking Ground have a different power mechanism. PowerUnits instead of EC. Blech! I'm finishing up a mod to allow batteries power the science parts because of this -
[1.12.x] Malah's Quick Mods - ZEROMINIAVC in new thread
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Thank you. You can ignore this for now, I'll get an update out tonite -
I have to integrate it with the solar array and RTG which is part of the BG stuff. Once that is done, I can do a prelim release
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It's the same for me there on 1.7.3 (BetterTimeWarpContinued v2.3.11.4) @flart @Dizor It was actually a long-standing bug, but the first time that it was mentioned. There is a fixed version now on SpaceDock for 1.7.3. CKAN is having a problem indexing it, so I can't release the version for 1.8 until that's fixed. But you can get the 1.8 version from Github here: https://github.com/linuxgurugamer/BetterTimeWarpContinued/releases/tag/2.3.12.4 I'll make a formal release announcement once CKAN is fixed.
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An update. I made a lot of progress, have a working prototype. Need to do a few more things before releasing it. One to two weeks should do it.
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[1.9.x] RCS Build Aid Continued - New Dependencies
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 0.10.0 Added InstallChecker Updated for KSP 1.8- 320 replies
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New releases, 1.4.6.14 for KSP 1.7.3 (and earlier), 1.4.7.3 for KSP 1.8+ Thanks to @siimav for the two following: Fix facility upgrades still not happening instantly when KCT itself is disabled Check for experimental parts in locked parts test Fixed issue where RO fuels weren't being filled when the "Fill Tank" was selected Look at line 601 in the same file. It doesn't check the TanksFull. I'll add it for next release, but for now, I just released the fix Please try this with the update I just released
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As does everything else
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It's on my list of things to do for my stream tonight
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Game Crashes on Startup
linuxgurugamer replied to Xerter's topic in KSP1 Technical Support (PC, unmodded installs)
Take a look at my signature: Read this BEFORE asking for support: http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/ -
I suppose I shouldn't' be surprised. I haven't used any of the new deployable parts, so wasn't aware of this. I'm looking at the configs now. Blech! Why did they have to invent yet another power method? I'm wondering if I can write something which will provide "powerUnits" from EC?I think the only thing I'd need would be a model for this, the code isn't too difficult, would just need to configure the conversion
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One other thing. KSP batteries can accept a charge at any rate that solar panels can supply. This is unrealistic, they really should have a limit on the max EC input and output is possible
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Game Crashes on Startup
linuxgurugamer replied to Xerter's topic in KSP1 Technical Support (PC, unmodded installs)
Could you get us the Player.log, please? But first, try verifying the files through Steam. And did you install any mods? -
That really needs more definition. For example, how long is "night"? It depends on the planet. For example, Kerbin, night is 3 hours. Mun, I believe it's 7-8 hours, etc. And the "consuming" kind of makes sense, but rather than adding yet another mechanic, why not allow the batteries to simply recharge during the day using the normal EC rules?