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Everything posted by linuxgurugamer
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HI, I'm working on reviving the Orbital Utility Vehicle mod. It doesn't have a real IVA, but it does have a placeholder, and there is an unofficial IVA made by @Enceos which reworked the Cupola IVA to fit the cabin. Right now I'm just curating and managing the changes that the community is making, eventually it will become a fully adopted mod. Unfortunately, while it looks great, it can't be distributed because it includes some stock textures, and it also doesn't really fit, when showing the external view, it pokes through at various points. The thread for the work right now is here: An imgur album showing the unofficial IVA is here: https://imgur.com/a/GyXl3 and a link to it is here: Enceo's IVA! Retrofitted from the copula https://www.dropbox.com/s/tav1a9v65w3lfkc/OrbitalTugIVA.rar?dl=0 This is a very unique mod, I'd like for it to be as fully developed as possible
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A.P.U.S. Aerospace Passenger and Utility System
linuxgurugamer replied to NESD's topic in KSP1 Mod Releases
I vote for the Internal RCS mod, rather than here. -
[1.12.x] Kerbal Launch Failure Revived
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
What about the dependencies? In the OP, near the top: Dependencies Click Through Blocker ToolbarController -
Is there a way to test if a file exists? The issue is that as Squad is doing their updates and revamps, they are deprecating some parts. This causes problems for mods which depend on those parts for either cloning, textures, etc. This has affected at least two of my mods, I've had to write batch scripts which the user needs to run manually and causes problems with a non-technical user trying to incorrectly run these scripts. I've gone through the wiki, and I don't see this ability. The closest is the NEEDS, but it only looks for the following: A plugin .dll with the same assembly name. A subdirectory name under GameData. (Names with spaces can be used, just remove the spaces: GameData/My Mod/ => :NEEDS[MyMod] A FOR[Blah] defined would allow NEEDS[Blah] It's close in that it can already look for a subdirectory name under GameData, IMHO that could easily be expanded into a directory or file. If this doesn't exist, can I request that that this be added, and added soon? This problem becomes worse with each new release of KSP. Edit: There is an existing feature request asking for exactly this: https://github.com/sarbian/ModuleManager/issues/144 Edit 2 I just tested the NEEDS with a directory (I was hopeful it ight deal with multiple directories): @PART[BSLmk12SciencePod]:NEEDS[Squad/zDeprecated/Parts/Command/Mk1-2Pod] { @MODEL { @model = Squad/zDeprecated/Parts/Command/Mk1-2Pod/model } } This directory does exist in 1.7, but MM doesn't see it: [LOG 2019-05-24 07:00:53.314] Deleting root node in file BetterScienceLabsContinued/MM_DeprecatedParts node: @PART[BSLmk12SciencePod]:NEEDS[Squad/zDeprecated/Parts/Command/Mk1-2Pod] as it can't satisfy its NEEDS
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[1.1.2] Orbital Utility Vehicle v1.2.4
linuxgurugamer replied to nli2work's topic in KSP1 Mod Releases
Ok. I've gotten the mod into a bit better shape for sharing. I've now incorporated it into my normal build methods, future alphas/betas will be in the Releases directory There are two files available for downloads. They are: OrbitalTug-1.7.0-1.3.0.zip - The mod mostly unchanged, includes my B9PartSwitch changes OrbitalTug-SeparatePatchesFromParts.zip - This version has all the patches pulled out of the part files and put into a MM_Patches directory Available here: https://github.com/linuxgurugamer/OrbitalTug/releases/tag/1.3.0 You can clone the repo and switch between versions to compare. -
[1.1.2] Orbital Utility Vehicle v1.2.4
linuxgurugamer replied to nli2work's topic in KSP1 Mod Releases
Let's not make changes for changes sake. While I'm not totally a fan, having the patch for a particular part in it's file is not totally strange. I'm working on a minor update. No functionality changes, just doing the following for consistency: Indenting with tabs using same format as the ModuleManager.ConfigCache Removing excessive lines between parts and any patches following I'm also going to create a branch called: SeparatePatchsFromParts In this branch, I'll be pulling all the patches out of the part files and into patch files for the appropriate mods. By creating this branch, you can see both ways, and let me know how you all would like to proceed. I should have it up in about 15-20 minutes -
[1.12.x] Engine Lighting Relit
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 1.6.0.1 Thanks to github user for the following fixes: Fix typos for spark/twitch Changed all occurrences of OR operator "|" to the "," according to modulemanager wiki -
I asked a question. Not arguing. Without any knowledge of how you think they can stay solvent, I cannot even begin to understand your side. Right now, you are saying "give me everything for free". Please explain how they can do that. It's a simple question. But so far, no answer other than repeating the same thing.
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So, what would you want them to to do? If they start giving aeverything away for free, then sometime next year there will be announced that development is shut down due to lack of funding. Or, if they keep the DLC reasonably priced which I believe it is, they continue to be able to make more DLC and improve the base game,hopefully taking advantage of new features as time goes on
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SXTContinued/GameData/SXT/Parts/Probes/Command/probe/
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[1.1.2] Orbital Utility Vehicle v1.2.4
linuxgurugamer replied to nli2work's topic in KSP1 Mod Releases
Following up to my post: I will accept patches and changes in any form. Ideally they would come in as a git PR, but I recognize that not everyone is fluent in git. So the following applies: In order of preference: Patchfile via PR to git repo Direct change to file(s) vi a PR to git repo Patchfile via post in this thread (please put it into a code block) Direct change to file via an external link such as Dropbox, GoogleDrive, etc. Any other method which gets the idea across. It must be complete, you can't just say "remove fuel from yyy" -
[1.1.2] Orbital Utility Vehicle v1.2.4
linuxgurugamer replied to nli2work's topic in KSP1 Mod Releases
The internal check done by the mods that do is done for very good reasons, but it doesn't have any relation to the external .version file which is usually included with the mod. The .version file is used for, among other things, notifying you of any updates to installed mods. The internal checks are only to be sure the mod will run properly on the game, they don't (to my knowledge) do any external checks for updates. -
[1.1.2] Orbital Utility Vehicle v1.2.4
linuxgurugamer replied to nli2work's topic in KSP1 Mod Releases
For all interested, I've started integrating all the patches as well as adding the B9PartSwitch module as the primary color/fuel switcher. I didn't remove the others, but updated the configs so there won't be any conflict. The repo is here: https://github.com/linuxgurugamer/OrbitalTug If you just want to download the zip, it's here: https://github.com/linuxgurugamer/OrbitalTug/raw/master/OrbitalTug-alpha.zip For now, I'll be curating the mod (ie: being a common location managing all supplied patches). I do intend to do a full adoption in the future, but am rather busy right now. Also, I'm not too familiar with the KAS/KIS internals, so any patches which addresses those issues will be appreciated. Changes are: Merged patches by @Deimos Rast and @LeLeon Merged patch by @Starwaster Added B9PartSwitcher code, will be primary if it's there Note that the "merged" patches are still in a patch form (ie: MM patch), but are now in the full zip. As time goes on I will be doing an actual merge to eliminate the need for the patches -
Hit the F12 and watch the aero forces
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[1.1.2] Orbital Utility Vehicle v1.2.4
linuxgurugamer replied to nli2work's topic in KSP1 Mod Releases
The end of SEP was announced hours before the DLC announcement. Totally unrelated -
[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
linuxgurugamer replied to EnzoMeertens's topic in KSP1 Mod Releases
Your welcome. I'll leave the log file until you tell me you dont' need it- 735 replies
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[1.12.x] PEBKAC Industries: Launch Escape System
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 1.4.1.2 Adjusted the bottomup node on the mk16 chute -
[1.9.x] Better Science Labs Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Like I said, I'll look into this later tonight. Did you try the beta I posted earlier? -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
linuxgurugamer replied to girka2k's topic in KSP1 Mod Releases
I was trying to install this, and found that the button wasn't being shown. The issue is that you are adding the button to the ToolbarController without first registering it. The newer toolbar controller requires that the button be registered before it is used. I've added one file and modified one other to support this. Tested and working in a 1.4.5 install, PR submitted -
[1.9.x] Better Science Labs Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
That's the CKAN list, did you install any mods by hand?