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KSP2 Release Notes
Everything posted by linuxgurugamer
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[1.1.2] Orbital Utility Vehicle v1.2.4
linuxgurugamer replied to nli2work's topic in KSP1 Mod Releases
Dead center, please. -
Ummm, I suggest you look at some good sci-fi books for some ideas along this topic. There are endless reasons why piracy would be profitable, not the least of which is the ability to get somewhere else very fast
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[1.12.x] MemGraph Updated with Stutter Reduction
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
You can delete it, it's the original which I used. -
[1.12.x] MemGraph Updated with Stutter Reduction
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 1.1.1.8 Added toolbar buttons, now has ToolbarController as a dependency This is needed by laptop users who don't have a numpad Note New Dependencies ToolbarController ClickThroughBlocker -
And you will probably need to flip the image vertically
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Release files should be DDS. Less processing by the game to load.
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[1.1.2] Orbital Utility Vehicle v1.2.4
linuxgurugamer replied to nli2work's topic in KSP1 Mod Releases
Find a file in one that isn't in the other, and use that in a NEEDS -
How would you solve the rocket problem in your scifi?
linuxgurugamer replied to Spacescifi's topic in The Lounge
I actually wrote up some fairly detailed background for a project (long since abandoned) Essentially my universe would have multiple ways of doing FTL. but I actually like the Honor Harrington universe and the way that David Weber approaches it. One method of FTL, but wormholes allow you to shortcut the normal travel process. Wormhole travel is instantaneous, but requires extremely precise entry both in vector and speed. Hyperspace is an alternate parallel dimension, i which while still limited to about 60-70% of he speed of light, but the speed in hyperspace is a very large multiple of the speed in normal space, so traveling at 50% speed of light for a day would actually cover about 1/2 a lightyear; ie: when you leave hyperspace, you would be about 1/2 lightyear from where you started -
Two weeks ago for me. A shuttle launch, with thr main tank having 2 sections. Front section had sepretrons to eject the tank FORWARD. Shuttle stops accelerating during separation, and waits while the tank rises a bit due to the higher speed. This works ok most of the time, with the shuttle passing about 25 meters below the tank. This one time, for whatever reason, the shuttle ran head on into the tank. Was not a happy camper
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[1.12.x] MemGraph Updated with Stutter Reduction
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Easy enough to do. It will add the ToolbarController as a dependency. Sometime in the next few days -
[1.1.2] Orbital Utility Vehicle v1.2.4
linuxgurugamer replied to nli2work's topic in KSP1 Mod Releases
If you do, make sure that they won't be loaded if the older KAS isn't installed, same for the newer ones. -
[1.9.x, 1.10.x, 1.11.x, 1.12.x] RetroFuture Modernized
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Note that there are 3 parts which need updating, 2 of which I''m waiting on a modeler to see if he can fix them. So there will be an update sometime soon -
[1.12.x] PEBKAC Industries: Launch Escape System
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Hmmm. Common. Sense. Two words that appear frequently together, but the attributes of which rarely are -
[1.12.x] PEBKAC Industries: Launch Escape System
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
And this is why I have a file compiled for each version of thr game, going back to 1.4.5. Go to this URL and download the appropriate one (game version is the first three numbers) https://github.com/linuxgurugamer/PebkacLaunchEscape2/releases/tag/1.4.1.3 -
Let's revive the LazTek SpaceX Launch mod?
linuxgurugamer replied to rib3irojr's topic in KSP1 Mods Discussions
I’ve tried contacting him, never got a response -
This is not a stupid reason to call 911:
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[1.12.x] Smart Parts Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 1.9.13.5 Added toggle to change the highest velocity in the speedometer Added new smart part SmartSRB, which will stage when the TWR of the SRB by itself drops to a specified value. Primarily intended for use with BetterSRBs Pinging @OhioBob you might want to make this a recommended mod because of the new SmartSRB Also, anyone who can update a model's textures, please contact me about this mod -
[1.12.x] Filter Extensions (No localization)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I’m pretty sure you can only have 1 level below the top -
Dialog boxes and Launching
linuxgurugamer replied to JuhaJGamer's topic in KSP1 C# Plugin Development Help and Support
Look at Kerbal Construction Time, also KRASH,mthey both intercept the launch key -
Do you have all the parts installed? Including the vertical stabiliziers (small part which goes on top). Hit F12 to see the aero forces You probably are already doing this, but check the buoyancy for the OTAV as well, I just tried it, and it's now floating 3 meters below the surface Hee hee. Just figured out how to get the OTAV to the surface. EVA the kerbal and just hold on, takes a while, but it eventually gets to the surface
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Next DLC will be the Last DLC?
linuxgurugamer replied to Mukita12's topic in KSP1 Suggestions & Development Discussion
Not even close. CC is a text file, no debugging, no GUI, etc. CC is a real PITA to write and debug -
Next DLC will be the Last DLC?
linuxgurugamer replied to Mukita12's topic in KSP1 Suggestions & Development Discussion
Hmmm. I really don’t know how to reply to something as ignorant and biased as this is. Please point out the mod that emulated what the Making History DLC did. To my knowledge, there is and was no mod which provided the Mission Builder functionality. Please don’t make the argument that it was useless, not what you wanted, etc. it was original, and has turned into a decent piece of code. Yes, there was surface science before, which was discontinued just befor the announcement. Yes, there were robotics before, but it was buggy and not too good (i am aware that someone had taken it over). But not the same as copying a mod. The fact that a modder does something, and that they eventually add something similiar, is no proof that they copied, reverse engineered, etc. in fact, since the game is written in C#, its easy for someone to check to see if any code has been copied, etc.