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Everything posted by linuxgurugamer
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I haven't done anything, but earlier comments by people said that the wings had too much lift. I was going to look at it in comparison to some of the other small shuttle mods (ie: 2.5 Space Plane Parts, Apus). If you want to do it, then please do, would save me a bit of work. @Starlord Kermanhas contacted me, I'm all set to go with the adoption. Not going to happen this moment, but working on it
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All, I'm working on adopting this mod. Right now it's going to be mostly verifying it's good for KSP 1.12, but I've also asked a couple of people who claimed to have some improved versions or patches to send them to me. I will also be looking at the lift values, looks like they may be too much, would appreciate any input anyone can provide. Author has also been contacted, mainly for Spacedock access Linuxgurugamer
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[1.4] SpaceY Expanded, v1.5 (2018-04-02)
linuxgurugamer replied to NecroBones's topic in KSP1 Mod Releases
Yes, the engines which that patch changes are: SYengine3mP1 SpaceY P1 "Penguin" Vacuum Engine SYengine5mP2 SpaceY P2 "Dual-Penguin" Vacuum Engine SYengine7mP4 SpaceY P4 "Quad-Penguin" Vacuum Engine I've updated the patch with comments naming the engines -
[1.4] SpaceY Expanded, v1.5 (2018-04-02)
linuxgurugamer replied to NecroBones's topic in KSP1 Mod Releases
any other patches I should be aware of - so they can be applied / included in the 1.4.99.0-adoption release? Yes, one more. First, here is the Vernier patch (just in case you don't have it): Second, this is a patch that I use to adjust the maxthrust on three of the engines. Been a while since I made them, but I believe it was because they were underpowered: -
Prograde marker not moving
linuxgurugamer replied to Kerbal410's topic in KSP1 Gameplay Questions and Tutorials
You would need an autopilot mod, such as Mechjeb, or Gravity Turn -
Just a little before me. I actually wanted to get it when it was 0.24, but the 0.25 came out just before I bought it
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In September, 2014 I was browsing Twitch, and came across this streamer (I don't remember who) landing some large vehicle on a red planet. The parachutes didn't make sense, so I asked a question about it. I purchased KSP from the Squad store a few days later, version 0.25 And so started my journey into the KSP universe. Being a space baby (I grew up during the space race), I was fascinated with the game. I actually learned a lot of knowledge, stuff which I knew intellectually, but when putting into action was much harder than expected, such as orbital mechanics. Such an unobvious way for things to work. After a while, I saw people talking about how many hours they had played, and wanted the same thing for myself. The mod TotalTime, my first, was written and released. And so started my journey down the rabbit hole of modding. I’ve written mods, and after a while, started adopting mods which I was using, but which were abandoned by the original authors My adoption activity was very intensive for a while, but has obviously slacked off recently. While there are still mods being written for KSP, there aren’t that many, and those which were adoptable (useful and license allows), have been mostly adopted both by myself and others. The mods that I’ve written are mostly code-based, (last count was more than 30), the total number of mods including adoption that I’m supporting is more than 286. In earlier version of KSP, when certain release would come out, I would have to spend days or weeks fixing mods which were broken by the release. At this point, I’m mostly working on bug fixes, although I did just adopt another mod (Decoupler Shrouds) because I needed to get it updated to support Universal Storage 2. I don’t expect to stop, but I am going to take a bit of a step back for a little bit. I am looking forward to KSP 2, both playing it and learning how to mod it. The modding is going to be very different than KSP 1, although no information has been released at this time. It’s been a fun 8+ years for me, and I’m looking forward to more as time goes on. The KSP 2 roadmap is very exciting to view, I can only hope that the game fulfils all of our desires I would also like to thank all of you who have supported me both on Patreon and on Twitch. While I can’t live on it, the support has been helpful keeping me motivated over the years LinuxGuruGamer https://www.patreon.com/linuxgurugamer
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So long, KSP, and thanks for all the memories...
linuxgurugamer replied to MaverickSawyer's topic in KSP1 Discussion
@MaverickSawyer You stole my title I'm working on a post similar to this LGG -
Port, or rewrite? They've specifically said that mods won't be able to be ported over. Besides, I want to enjoy playing the game for a little bit, at least :-)
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While I was creating the video, I realized what was wrong. The parts are so big that the nodes were all hidden, once I started adjusting values in the PAW the nodes started showing up, and I figured out how to use it. I suppose for normal sized parts it's fine, but the instructions are somewhat lacking. If I get some time, I might write some steps to help people figure it out. With KSP2 coming, my modding activity is slowing down (like everyone else), so I may have some time for it
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All, I've adopted this mod, new thread is here:
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A great mod written by @navot, original thread here: https://forum.kerbalspaceprogram.com/index.php?/topic/170781-13-181-decoupler-shroud/ This mod adds the ability to have shrouds of all sizes, to fill the whole space between tank and decoupler. By default, the stock shrouds are used. For custom shroud, right click on the decoupler you want and enable it. If the automatic size detection fails, you can disable it and set the size of the shroud manually This mod should be compatible with KSP 1.12.0 to the current version supports FAR Dependencies Module Manager SpaceTuxLibrary Changes: Adoption by Linuxgurugamer Added support for Universal Storage 2 Added InstallChecker Added AssemblyVersion.tt Moved dll into Plugins folder Updated version file Updated license file name Deleted DLLs from repo Added small README.md with instructions Added Dependency SpaceTuxLibrary Download: https://spacedock.info/mod/1692/Decoupler Shroud Source: https://github.com/linuxgurugamer/DecouplerShroud License: MIT Custom Textures: You can add your own textures to the texture selector by making your own texture pack. Here is a small example on how to create your own texture pack, and here is some documentation of the config files. You can also use a community texture pack:
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Actually, yes. I've sent a message to the author. There isn't a lot to do, the mod works well, even in 1.12.5. However, I'm adding compatibility with Universal storage 2 (which has it's own decouplers) as well as updating the version file If you don't need the US2 compatibility, then the current one is fine. Linuxgurugamer
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mmm, moving a "resource" as a lightspeed signal is so far out of the purview of this game it isn't funny. While interstellar travel is still science fiction, it is at least conceivable with our current technology. Moving a resource via a lightspeed signal is something called matter transmission, and that isn't even conceivable with current technology.
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I'll try to get a short video, probably tomorrow since I won't be home till late tonite
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This may be a problem with Tweakscale, I'm using parts scaled up to 10m When I follow your steps, it briefly seems to connect to the top, and then just folds over on top of the interstage adapter
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Thank you so much for bringing more enjoyment to KSP. As are others, I am not doing much new development on KSP, so fully understand where you are coming from. Linuxgurugamer
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- help wanted
- atomictech
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I've been trying to get the Interstage fairing working, but for the life of me, can't figure it out. The older version of the mod had different parts for interstage fairing as opposed to the full fairings Any ideas?