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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. New release 1.5.1.2: Moved Textures directory back into the PluginData Fixed path for textures in code
  2. New release, 1.1.7.2 Moved Textures directory back into the PluginData Fixed path for textures in code
  3. No. I believe that rask/rusk will be a special case, probably handled with some custom code for them, but this is only an educated guess
  4. One of the things I'll be asking them tomorrow. But my guess is that Linux is a very minor part, they are concentrating on the main release. However, since it's Unity, and Unity runs just about anywhere, it may be a pleasant surprise come release day
  5. I can think of any number of reasons why they won't want to talk about them. Among other things, if they say there are clouds, then many other questions will be asked which they may not want to, or can't answer at this time. We did get confirmation that there would NOT be weather, so no rain, wind, storms, etc
  6. While we didn't see any clouds on the ground, every time we asked about clouds, the answer was essentially no comment.
  7. You should update to the latest, some issues with the ulage were fixed, and what you are describing sounds like the problem. Latest should work on 1.6.1
  8. Well, you said you removed this mod and the problem went away. Would have been nice to know about any other mods which were removed at the same time.
  9. Are you using the latest version, 1.3.5.1 ? Re the BDB engines, someone needs to make the configs
  10. New BETA release, 1.4.6.7 (not available via CKAN) Added InstallChecker Replaced all button logic with the ToolbarController Removed Blizzy toggle Thanks to github user @henrybauer: Added check for a loaded tech tree (The only way you'd get into this situation is by taking a fresh copy of KSP, installing mods (including KCT) and then copying over a saved game from another copy of KSP.) Added interception of the altimiter Recover button, presents a dialog Added check for full tanks at launch, if so, then it won't show the "Fill tanks & launch" button Renamed the Building Plans window to Building Plans & Construction Added a Build button to the Building Plans window Removed the window showing up when hovering over button Removed Settings button Added right-click on toolbar button to bring up settings window Removed unnecessary 2nd set of code to create the toolbar button Available here: https://github.com/linuxgurugamer/KCT/releases/tag/1.4.6.7 This is a beta, I need feedback before doing a full release. There are a lot of changes internally, I need the feedback. Also, once this is fully released, the RO team will be submitting a number of changes to be merged, with the intent to finally combine both forks into one so that the RO players will be able to install via CKAN
  11. No. It's a game, based on science, but not married to it. If it was, then Kerbals themselves wouldn't exist. In all genre's, there is a little bit of hand waving. In all other space-based games, there is a lot of hand-waving (pay no attention to the man behind the curtain). In KSP, there is as little as possible, which doesn't excludes it entirely. You are certainly welcome to only use those part which you feel will work in real life. But they are there for game balance, etc
  12. Unless there is a very long delay, it really won’t affect the schedule that all. You’re talking about a delay of 1 to 2 weeks while the hurricane approaches and leaves.
  13. New release, 1.5.1.1 Thanks to @Rocket Witch for most of this: Impact tolerance fixed on several parts mk2Fuselage0500_LFO didn't have a full LF tank mk25to125 had a vertically offset attachnode. Based on @rocketWitch's suggestions, I've made the following: breakingForce and breakingTorque set to 200 on all parts Fixed as a result of looking at @Rocket Witch's patch: mk25to375interstage had the bottom nodes reversed, causing a slight vertical misalignment
  14. Is that really needed? I mean, people can do pinpoint landings now, bot with and without mods. basebuilding is a pa rt of, but not necessary. Believe it or now more than 75% of players never go beyond the Mun
  15. The fact that they only revealed 3 new drives doesn't mean there isn't more which was just not ready to be released
  16. Its been confirmed that they are not going to use n body physics. Adding small SOIs was not addressed.
  17. Through The Eyes gives you first person eva
  18. No new planets in the Kerbin system, but there are other star systems to visit, with a whole bunch of new planets. That is interesting. The poodle, for example. They had finished the nw poodle, and then Squad released the poodle update, so now they don't match. Keep in mind these are two separate products, and yes, i would expect that Squad will finish the parts revamps,
  19. I’ll be talking more about this on Sunday whenI will be streaming. However, a few comments. First, for full disclosure, Private Division paid my airfare and hotel, as well as a pass int PAXWest. Beyond that, I have no financial or legal connection with PD or ST. So, first off, I was the “old man” in the group. You can take that however you want. I have had a bad experience with another unnamed game which I bought a year in advance, and it turn d out to be absolute crap. So, when I first heard about KSP-2, after the initial euphoria, I have been deliberately remaining skeptical. I was contacted a month ago about this, and had no idea it was anything other than a “thank you” to people who have contributed to KSP. After yesterday, I have moved from skepticism to cautious/hopeful optimism. Rather than list details which have been done before, let me address why they invited us in. While they didn't say how long its been in development, they did say it was more than a year, and I suspect it started right around the time KSP was acquired by Take Two. So IMHO, it has probably been two years in the making, with another nine months to go before release. It seems that they finally got to a point where they have something to show, and wanted our input to help them prioritize what to do for the release. It was obvious from their expressions that a lot of what we were asking was about stuff they had planned, either for the initial release or future updates, and the “no comment” was because they didn't want to commit to anything which wasn't set hard and fast in the initial release. Hopefully we helped them, and it was fairly obvious that the input wasn't going to end with this meeting. We did see the trailer they are going to show at PAX, and all I will say is to watch it, you will be in for some surprises.
  20. Than you @Rocket Witch for what you’ve done. I’m going to release an update in a few hours with most of her changes, although the breakingforce/breakingtorque will be 200 instead of 300. Details will. E in the changelog when I release.
  21. That part does not have a node_stack_bottom2, did you mean the mk25to375Interstage? Edit: Those values are copied from the mk25to3.75Interstage,and certainly don't belong in the mk25tomk3. The only one (which I confirmed) which needs to be changed is the node_stack_bottom, which I 'm testing now Edit2: Assuming you meant the interstage, I did find that the two bottom nodes were reversed. The fix was to reverse the node directions
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