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Everything posted by linuxgurugamer
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The use case is probably unnecessary, to a certain extent I was trying to see if it could be done. A cargo door part was made for one of my mods with three individual animations. Each animation needs to be adjustable (ie: clamping the max open), and also needs to start at a different point in the previous animation's progress. I was trying to have the mod flexible enough to have multiple start/stop events, but seems that is not as easily doable.
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
linuxgurugamer replied to EnzoMeertens's topic in KSP1 Mod Releases
You can solve that many times by doing the reflection calls one time, if possible in an initialization routine For non-KIS games, I would just mod in a virtual container into each command pod- 735 replies
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Absolutely amazing thing to do, please keep us updated with your progress.
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The following fields are listed in the API, not mentioned in the Wiki, and I can't find any description of them: allowDeployLimit = true revClampDirection = false revClampSpeed = true revClampPercent = true Can some kind soul please define them? I'll be happy to update the Wiki once I have an answer. Thx
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[1.12.x] Fill It Up - Adjust Fuel Levels in VAB/SPH
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Which is why I updated the OP with the dependencies. I never thought it would be interpreted that way, but the fact is that I just forgot to add the Dependencies section to the oP -
[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
linuxgurugamer replied to EnzoMeertens's topic in KSP1 Mod Releases
You can make it optional by checking to see if KIS is installed. Shouldn't be too difficult to make an API using Reflection. And as long as the interface doesn't change, you shouldn't have to rebuild KKS. Needing a "spare parts kit" doesn't mean redesigning parts. Just making it necessary to have enough spare parts in (whatever), and be able to reduce the spare part count as necessary. And of course, make it optional- 735 replies
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[1.12.x] Fill It Up - Adjust Fuel Levels in VAB/SPH
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
If something is listed in the changelog, it's there for a reason I've updated the OP with the depencencies at the top -
[1.4.2] ForScience! v1.5.2 - Your science autopilot.
linuxgurugamer replied to WaveFunctionP's topic in KSP1 Mod Releases
Do you have the dependencies installed? Please provide a log file when you report issues, saves time. -
There are some suspicious errors in the log file which seem related. I can't load the craft since I'm missing a lot of mods. So, two suggestions: First, make a new sandbox save, put only this craft file in and see if you can load it there. Second, zip up your entire GameData directory and get me a link (dropbox is faster). Finally, I noticed that you are playing on 1.3.0, is there any reason you didn't upgrade to 1.3.1?
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After at least 4 weeks (probably more), countless reverts, etc, I finally finished the Mun STS 2-4. Videos are below the mission summaries. Mun-STS-2 - Bring up the research base. Shuttle was short on fuel, so waited for a refill Mun-STS-3 - Spread over two videos, bring up the rover. One of the videos has an amusing sequence where a shuttle decided to be a rover, and then decided to do a perfect backflip and land back on it's wheels. This shuttle also brought up some refueling rovers, which had their own problems. Had to wait for Mun-STS-4 for more fuel Mun-STS-4 - Spread over five videos. Landed about 5 km away from the base, so there are some rather long sequences of watching the rover travel over the surface. All three shuttles and the EEV took off in the 4th video, two landed. The third shuttle and the EEV landed in the last video. Amazingly, all shuttles were able to land without needing engines, a first for me. The third shuttle had a few reverts during the landing, but the first attempt worked, but was a little long. I did two more to satisfy myself; only the last landing is shown on the videos And now to the video tape: Mun-STS-2 Mun STS 3 (1 of 2) Mun STS 3 (2 of 2) Mun STS 4 (1/5) Mun STS 4 (2/5) Mun STS 4 (3/5) Mun STS 4 (4/5) Mun STS 4 (5/5)
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[1.4.2] ForScience! v1.5.2 - Your science autopilot.
linuxgurugamer replied to WaveFunctionP's topic in KSP1 Mod Releases
First, it probably works in 1.7, would be best if you tried it out and reported back here with the results Second, please don't bug mod authors about updates. We do this for free, in our free time. -
New release, 0.15.1.9 Changed category from "none" to "Coupling" in the small_decoupler_stack
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Follow the link in my signature about how to get help. Follow the instructions and post what is needed including full logs etc
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I found the problem, I was looking at the wrong file. Sorry. will get an update out later this evening
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[KSP V1.4.5] TAC Fuel Balancer v2.20
linuxgurugamer replied to Z-Key Aerospace's topic in KSP1 Mod Releases
@Stone Blue just an FYI, I hadn't been thinking of buttons, I was thinking of toggles. Buttons would work just as well if not better. I might make it optional, buttons vs toggles. I'll have to test them both -
A 'night mode' for VAB and SPH
linuxgurugamer replied to GoldForest's topic in KSP1 Suggestions & Development Discussion
@Claw what sort of effort would it take to duplicate the VAB/SPH interior without the baked in lighting?