-
Posts
24,960 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by linuxgurugamer
-
ShipEffects Continued is a continuation of @ensou04's ShipEffects mod. Originally continued by @Galileo, he asked me to take it over since he didn't have time for it. Original thread here: https://forum.kerbalspaceprogram.com/index.php?/topic/103113-wip-shipeffects-sound-mod-dynamic-ship-sound-effects-now-released/ Previous thread here: https://forum.kerbalspaceprogram.com/index.php?/topic/161673-ksp-142-shipeffects-continued-1084/ So, what does this mod do? Let me quote the original developer: Availability Download: https://spacedock.info/mod/2225/Ship Effects Continued Source Code: https://github.com/linuxgurugamer/ShipEffectsContinued/ License: CC-BY-NC-SA-4.0 Creating your Own SoundPack: Simply replace the sound files in the sounds folder with your own, using the same file names. Format used for the sound files is .wav .OGG might work. Does not support other formats though. Loops are the best used for this. Make sure your peak db is around -6db, this ensures we don't clip the speakers. These are the default settings. Volume controls for this are of the same name. Please note that these settings have been moved from a config file into the stock settings page OnlyInIVA = true masterVolume = 1.0 rattleVolume = 1.0 vibrationVolume = 1.0 rumbleVolume = 1.0 thumpVolume = 1.0 stressVolume = 0.6 atmosphereVolume = 0.6 // Default is 1.0, exaggerates or eases the value that controls the sound. a higher number means Sounds will play sooner, lower means later. ResistMultiplier = 1.75 // Default is 8.0, how much g-force to simulate during re-entry ReEntryMultiplier = 8.0
- 43 replies
-
- 14
-
-
Mod Issues (KAS/DMagic/ScanSat)
linuxgurugamer replied to derbleifuss's topic in KSP1 Technical Support (PC, modded installs)
Start off by providing the log files and the ModuleManager.ConfigCache file- 2 replies
-
- kerbal attachment system
- kas
-
(and 3 more)
Tagged with:
-
Does not protect, so there always is a possibility of them being buried
-
Interesting arch structure on the Mun :D
linuxgurugamer replied to space_explorer's topic in KSP1 Mission Reports
Congrats, you just found one of the easter eggs- 1 reply
-
- 1
-
-
How to turn off planet orbit lines?
linuxgurugamer replied to jpinard's topic in KSP1 Gameplay Questions and Tutorials
I just released an update to Too Many Orbits, it can now work in the Tracking Station -
New release, 1.1.5 Enabled mod to work in the tracking station
-
Originally written by @Thomas P., adopted by myself What is this? This is a mod that adds some diversity to the (otherwise static) KSP solar system. It achieves that by changing various parameters of the CelestialBody and PQSMod components, but it has the potential for expanding it further, either through "official" tweaks, or tweaks made by other modders. How does it work? Every savegame you create in KSP gets a random number assigned, a seed. This seed is different for every savegame you create. Planetary Diversity modifies the solar system between the MainMenu and the SpaceCenter scene. It uses the seed from the savegame that was loaded to generate random numbers, for example to replace the static seeds in the terrain system. Since most of the planets in KSP are procedural, this changes how the KSP planets are formed. They are a bit different, but the overall look doesn't change, i.e. Kerbin will still be blue-ish, and Eve stays purple. It supports planets made with Kopernicus, however, if they don't have procedural components (i.e. they only have a height and a color map), it won't be able to change them. At the moment it changes the seeds, orbits, color of gas planets, atmospheric pressure, names (hi Sigma!) and it can add / remove atmospheres. Also, it is modular, with an API, so users can implement their own tweaks if they want. However, there is one caveat: When you load a savegame for the first time, with Planetary Diversity installed, it will lock down for a while. The reason is that in KSP, every planet has a low-res representation for larger distances - called "Scaled Space". This scaled space representation needs to be computed, but the computation is rather expensive. Thats why Planetary Diversity will generate the representations of all bodies in the solar system that were changed, and save it into your savegame folder. When you load the same save in the future, the mod will simply load the files from your disk instead of re-creating them every time. Reviewed by Kottabos What if I want to use a specific seed for my savegame? While this is not possible in Stock KSP, Planetary Diversity adds an UI for this, in the Game Creation dialog. The dialog has been enhanced a bit from the original implementation (see below): There is now a toggle to the left of the Game Seed, which, if unset, will disable the mod from running on a game. Additionally, there are toggles for the six main items which get changed, unsetting them will simply not implement those changes/ The UI should be pretty much self-explanatory. It is also localizable. Does this depend on Kopernicus? No. It is completely standalone. However, if you have Kopernicus installed and the OnDemand texture loading feature is enabled, Planetary Diversity will integrate with it and load the planet textures only when they are needed. But I don't want to have <insert Feature here> changed! Don't worry, all tweaks can be disabled separately. Just open GameData/PlanetaryDiversity/Config/{config name}.cfg (for custom tweaks please ask the respective modder) and set everything you don't want to false. However, you can only disable it for your whole installation. Per-savegame configuration is neither planned nor easily realizable. Availability Download: https://github.com/linuxgurugamer/Planetary-Diversity/releases/latest Download: https://spacedock.info/mod/2243/Planetary Diversity Source code: https://github.com/linuxgurugamer/Planetary-Diversity License: Planetary Diversity is licensed under the terms of the MIT license, except the file "Utility.cs" and "Gradient.cs" which is a modified version of Kopernicus Utility.cs. It is available in CKAN Note: This version has been compiled specifically against the 1.7 version of KSP. While it will probably work for 1.5 & 1.6, those are unsupported
-
Here is an alternative layout, along with the first one I did. Please let me know which you all prefer:
-
@BigFatStupidHead @SupperRobin6394 @seeingeyegod @severedsolo @Victorsaurus @Dewar @Starslinger999 @InfiniteAtom Pinging you all because you had all expressed interest in this mod. There was a change made in KSP after 1.4.3 which broke it. Thomas has already said he will not be continuing the mod. I'm in the process of adopting it, I have it working in 1.7 (would probably work in 1.5 & 1.6, but I haven't tested that). If you haven't already, please read my posts in this thread starting here: Other than trying to reduce some of the screen space with the options I'm showing above, I'm pretty much ready to release it in the next few days
-
Crashing 75% through launch
linuxgurugamer replied to OM3GA's topic in KSP1 Technical Support (PC, modded installs)
Assuming this is Steam, you need to open the steam directory and manually delete the GameData folder, then veify files. Most likely there are leftover files from mods which get left behind. -
How to turn off planet orbit lines?
linuxgurugamer replied to jpinard's topic in KSP1 Gameplay Questions and Tutorials
Fun guy to be with, but we went different ways. It may be a few days before I have this workink