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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. New release, 1.3.8.5 Restored Zoom to docking camera (was disabled for some reason) Note: CKAN is having a technical problem, so it's not being updated in CKAN, if you want this version before then, you will need to download it from here: https://spacedock.info/mod/1542/Docking camera (KURS)
  2. The zoom was disabled for the docking camera itself, it still exists in the onboard camera part I'll look into what it will take to put it back into the docking camera
  3. I've released the mod, please move any/all discussion over to the new thread
  4. New release, 1.7.2.1 Added text to AutoTag button to clarify what it does
  5. Get the mod: 4kSP_Expanded Probably not going to happen, sorry. These mods are a mishmash of different coding styles, and retrofitting scaling to them can be a nightmare, depending on how they are written. I'll keep this in mind. some may be easier than others. There are probably others as well, I support about 280+ mods, and don't have time to go through all of them.
  6. Right now, I'm working on acouple of major bugs I found in the mod, confirmed that it wasn't any changes I did by using the previously released version: All additional changes are on hold until I figure this out Bug is: Entering a value in any of the rotation fields will not set the absolute angle, but will use the entered value as a delta. In the VAB, changing the angles using the + and - keys do weird things
  7. Ummm, the title specifically says [1.12.x] Unless I'm dreaming, the current version of KSP is 1.12.5
  8. Adoption of this mod is now in progress. Release to be in a few days New thread here:
  9. This mod was made by @jfrouleau, updated a bit by @zolotiyeruki. Original page is here: https://forum.kerbalspaceprogram.com/index.php?/topic/184193-110x-precise-editor-1401-august-31-2020/ After being contacted via PM with a request to adopt this, I reviewed and decided to adopt. Both the previous authors have given their blessings. Introduction The KSP craft editor is an approximative tool where the part's position and angle are not displayed anywhere so we have to rely on primitive techniques like counting the number of grid snaps or placing parts "by eye". While this is the Kerbal spirit, this become annoying for the serious craft builder. So this mod is intended to remedy that and offer a more accurate alternative part placement method than mouse and gizmos. This might change your craft building experience ! Features Set part position or rotation exact value. Increment / decrement position or rotation by a certain value. All part transformations in absolute or local mode. Automatically update all symmetry counterparts, struts and fuel lines. Coordinate system axes shown on part selection. Show the precise location of the center of mass, center of lift and center of thrust. Set the attachment rules. Attach any part to any part. Show the position and size of the part collider bounds. Show the distance between 2 parts or their colliders to help with the creation of kerbal mechanical devices ! Has /10 and x10 buttons for the - / + values New Features Added code to set defaults if cfg file is missing Optimized a bit by having the Collider window only do the raycast if it's visible Now able to select robotic parts Copy/paste Position (XYZ), with locking Copy/paste Rotation (XYZ), with locking Note: The Copy/Paste/Lock buttons are icons, when the mouse is over them, the button gets highlighted and the icon can't be seen Added an Undo stack, dealing with Position and Rotation Undo operations get saved on the Undo stack Added an undo button User's Manual This mod has a single key. To edit a part, hover the mouse over it and press "P". The Precise Editor button in the toolbar will show the vessel window where the coordinates for the CoM, CoL and CoT are displayed. The dialog shown has been improved with the following features: Separate Copy/paste for the Position and Rotation, with locking. An Undo button, which a displayed count of how many undo operations are in the stack Undo stack is cleared when the window is closed or a new part is selected Copy/paste storage is cleared when the window is closed or a new part is selected Useful Information Units for position are in meters with 4 decimals of precision so 0.0001 is 1/10th of a millimeter. Units for rotation are in degrees and angles are Euler angles You can copy/paste a value while editing a field. Parts can be moved anywhere inside the VAB/SPH. No maximum distance from parent part limitation. This mod is accurate enough to place parts in perfect symmetry without actually using symmetry mode. To center a part on an axis with its parent part, simply set the local position to 0 on the corresponding axis. Dependencies Click Through Blocker ToolbarController SpaceTuxLibrary Availability Download: https://spacedock.info/mod/3198/Precise Editor Continued Source code: https://github.com/linuxgurugamer/PreciseEditor/releases License: GPLv3 CKAN soon Contributors @canisin History (from the original author) The motivation to make this mod came to me from making stock helicopters. I needed a way to make the most accurate bearings possible, center the rotor with the CoM and balance fuel so that the CoM stays constant. Also I was terribly annoyed while trying to adjust the authority limiter to exactly 50 and the slider keeps skipping from 51 to 49 back and forth. Precise Editor was born and it delivered the goods ! Now I share it with other players so that they can enjoy it and make better crafts. Since this mod was created, the game has changed a few things. For instance, there is no need to make stock bearings anymore with the robotic parts and the precision editing of tweakables is now stock.
  10. That's probably the HullcamVDS mod, it also puts cameras in docking ports
  11. If you installed it via CKaN, it's installed correctly Did you select the docking part as the target?
  12. Sorry, but not planning on doing that. I'm adding some small features, what you are asking for is very significant. I'll keep it in mind, but not at this time LGG
  13. Introduction I actually have two different introductions for this challenge, I hope you enjoy them both: Intro 1 Wernher von Kerman sat at his desk, frowning at the latest results from the probes dropped into Jool. After thinking for a while, he finally reached for the phone and called Bill. Bill answered the phone, but before he could say a word, Wernher started talking, “We aren’t getting enough data from the probes we’ve dropped into Jool. We don’t even know if it has a surface or not. The probes fall too fast and get destroyed by the pressure, it’s like sticking needles into an elephant (?) and expecting to get full information. We need something that can float in the atmosphere.” Taken aback, Bill took a minute to absorb what was said, then “Come on down to the workshop, I have something to show you” 15 minutes later, Wernher finally arrived, grumping about the slow elevator. Bob brought him over to the scale model workshop. Werner stared in disbelieve, “What in the blazes is that?” He was looking at something that looked like a fat cigar, floating above the workshop bench. Next to it was what appeared to be an elongated balloon, floating on it’s side “These“, Bob said proudly, “are our latest designs. The small one is called a Blimp, and the larger one a Dirigible. The main difference between them is that the blimp is essentially a large balloon, and the dirigible is built with a rigid internal frame. They are filled with a light gas” “We just finished them, will be starting the tests on them soon. They can float indefinitely with very little need for any fuel or electricity. Seems that if we could get one of them to Jool and into the atmosphere with some crew on board, they could do extended observations with whatever experiments we can send along” Wernher looked at the airships, looked at Bob, then back to the airships. Just then Jebediah popped in, “Hi everybody, how’s life here in the workshop”. He took one look at the floating airships, then exclaimed “Wow, when is the first test flight?” Intro 2 ( @Just Jim) As Kerbol began to rise over the eastern ocean, Wernher von Kerman looked out his window and sighed. This was his third night in a row with no sleep. His office was a wreck. Papers and notes and snack wrappers covered nearly every flat surface, and he still did not know what to do. One of the largest manufacturers on the planet was proposing an almost insane theory: Jool’s core might be composed of something called metallic hydrogen. And if this metallic hydrogen could somehow be harvested or manufactured, and contained, it could revolutionize space travel. Personally Wernher thought the whole idea was crazy. But this party was willing to sink an almost unthinkable amount of funding into research. Funds the KSC were always desperate for. The problem was probe after probe was sent to Jool, only to explode soon after entering its atmosphere. The heat, radiation, and pressure were just too great for anything they tried sending down into it. The space center needed a solution, and soon, or they stood a very good chance of losing this contract… and Wernher quite possible losing his job. Wernher sighed again and tuned to his PC just as the door opened and Val came strolling in. “Good morning Dr. von…. Oh…. Oh my…” Val looked at Werner’s bloodshot eyes, and the catastrophe that was his office, and gasped. “I’m getting you out of here now, Dr. von Kerman. You, sir, need a break!” “But….” Wernher started to object but saw the look in Val’s eye and knew he had already lost. “Where are we going?” “Cheese-fest!” Val giggled. “Cheese-fest?” von Kerman seemed to remembering hearing about it… But the last few days were fuzzy. “Seriously, sir?” Val pretended to be shocked. “It’s been going on for three days in the south parade field, and you didn’t know???” Val and von Kerman were joined by Bob and Bill as they walked out to the colorful festival. Cheese-fest was one of Kerbin’s most beloved events, and von Kerman was more than a little mad at himself for almost missing it, especially the finale. But as they got closer, he saw a myriad of colorful tents, snack vendors… and yes, there it was, the balloon rally was just beginning!!! Every year, at the end of the festival, hundreds of hot-air balloon enthusiasts gathered to the event, and launched their wildest balloons all at once, turning the sky into one of the most colorful… colorful…. Wait… Balloons??? Wernher stopped dead in his tracks…. Could it really be that simple??? It was a couple minutes before Val realized Wernher wasn’t with him, and turned to see the professor madly scribbling notes onto a snack napkin. “Doctor…” she began to protest, but stopped when Bill and Bob looked at what Wernher was writing and gasped as well. “Do… do you think it could work?” Bob asked softly, not wanting to interrupt. “Maybe… maybe.” Bill whispered back. “Yes…. I think this could work! OMG, professor… I think I can build this!” “Build what?” Val asked, trying to figure out what all the excitement was about. “The answer, my dear. The answer to how to survive in Jool’s upper atmosphere for as long as we want… gather as much science as we want. It’s right there…. Right there!” von Kerman pointed at the beautiful rainbow of balloons floating into the Kerbin skies. “We are going to build a balloon. “ Bill smiled. “No, an airship. A whole fleet of airships. And we are sending them to Jool. “It’s just crazy enough to work.” Airship Challenge This challenge requires mods. Requirements Game version: 1.12.4 Mods required Airships by Angel-125 (min version v2.19.1) Heisenberg Classic Stock Play Mode HL Airships Core Kerbal Actuators Module Manager Wild Blue Tools WildBlueIndustires Classic Stock Play Mode Tweakscale I strongly suggest that you use CKAN to install. A .ckan file is provided below CKAN Files Recommended: https://www.dropbox.com/s/p4fw8dcu90xykjw/AirshipChallenge-RecommendedMods.ckan?dl=0 Minimal: https://www.dropbox.com/s/a3vyttc0b4zjfbn/AirshipChallenge-MinimalMods.ckan?dl=0 Mods suggested Hanger Extender Life support (for extra points) A suggested CKAN file is available here: (soon) Mission Goal Get a manned airship in the atmosphere of Jool Bonus: Get additional airships into atmospheres of other planets with atmospheres Construction Rules Stock and mod parts are allowed No overpowered parts or mods, if you have a question, ask Note: No FTL drives of any kind. Ths includes warp drives, hyper drives, jump drives, etc. Airship must be manned No significant part clipping on the airship allowed. Minor part clipping of wings and control surfaces of the vessel(s) are allowed, but don’t overdo it. Aesthetic part clipping allowed Note: If you are using an empty adapter, I will allow you to click a smaller tank inside it, since this wouldn't be having the same space doing double duty Airship must be powered while in the atmosphere of Jool Challenge Rules Launches can be from any launchpad on Kerbin Most parts mods are allowed, as long as they aren’t overpowered Mods that affect gameplay (other than life support mods) are not allowed. Information mods, autopilots, graphics mods are allowed. Taking advantage of quirks in the KSP implementation of aero is strongly frowned upon and mostly disallowed. If you have a question, ask, please don’t assume that since it works in KSP it will be allowed. Submission Rules Pics must be taken in the VAB/SPH of each launch vessel with the Engineer’s Report shown A picture needs to be taken of the completed airship in the SPH showing the Engineer’s report If you are launching the airship in multiple launches, you can do one of the following: assemble it in the SPH to get this picture Use the mod ShipSaveSplicer to extract the final airship from the save file and take a picture of it in the SPN Some pics of the launch(s), mission, atmospheric entry and final stable configuration in Jool’s atmosphere are required. Complete modlist should be provided Given the lack of entries, there isn't going to be any scoring, other than a list of everybody who successfully completed the mission. Successful Mission Completion LinuxGuruGamer, lmission post: https://forum.kerbalspaceprogram.com/index.php?/topic/211472-airships-on-jool-challenge-no-scoring/&do=findComment&comment=4228565 Airship mass: 125t Launches: 3 Scoring (not fully finalized yet) Weight of the airship Length and width of the airship. Bonus points for: Life support, additional points if you have recyclers, etc. included A way for all of the onboard kerbals to be able to leave and get back to a mothership in orbit around Jool Ingenuity of the design (by necessity this is a subjective judgement)
  14. All, I heard back from both authors, and am proceeding with the adoption. There will be a few new features that have been requested in the past. stand by for it Linuxgurugamer
  15. Only thing you can safely do is to delete all the parts except for one, and don't have any of the DLCs installed
  16. @jfrouleau @zolotiyeruki Would you mind if I adopt this mod? For myself, I've made a few changes, and there are some open requests I may take a stab at to add LGG
  17. Problem with that is if a mod (usually mine ) adds a new dependency, you may not realize it. Cleanup includes deleting files, etc. The issue with the way you are doing your updates is that a lot of mods store settings in their folders, and if you remove the folders, you lose those configs
  18. Next time, send me a PM. I'll look at it. It's pretty old, there have been some major changes since then, so no promises
  19. Screenshot, please You should remove Kerbalx, it's getting lots of NullRefs
  20. I can look into this, no idea when, though. Inverting the camera is a bit more problematic for now Add a light. Not going to be done. Sorry Not as easy as it sounds. It has to do with the way the mod was written. I'll keep it in mind, but not sure I can do this
  21. You probably didn't install the dependencies. I'm guessing that you installed it by hand
  22. CKAN does cleanup when you delete mods, doing things by hand can lead to leaving things behind. My guess is that either you don't have the exact same mods installed, or something was left over in your old save which isn't in the new one If you want to use GU 1.4, why not just copy the old game into a new directory, and then update GU there?
  23. It was literally the same mission, I just used a save file from orbit around Duna
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