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KSP2 Release Notes
Everything posted by linuxgurugamer
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Please send me that file, I'd like to figure out what's different. It's possible that this was a change which I never pushed to github, I'll check when I get home
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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
I took the order from the order in the menu, your suggestion makes sense except that Edit will be available when in an advanced debug mode, to be specified in the settings page -
Ability to fix solar panels
linuxgurugamer replied to Bej Kerman's topic in KSP1 Suggestions & Development Discussion
Some things either shouldn't be repairable, or should require an insane amount of resources/time to fix. IMHO, engine bells are in the latter category. They aren't landing legs and shouldn't be useable as such -
[KSP V1.4.5] TAC Fuel Balancer v2.20
linuxgurugamer replied to Z-Key Aerospace's topic in KSP1 Mod Releases
I assume you are referring to the little menu which opens up with the 8 buttons to select? What would you think about a row of toggles to the right of each tank? Each column of toggles would replace the buttons. So, for example: FL-TX1800 Fuel Tank 1 2 810 809.5 99.9% o o o o o o o Where the toggles would be in the following order (the o's above): Highlight Edit Transfer In Transfer Out Balance Dump Lock I would have them abbreviated, maybe with tooltips when hovering I'm not sure about the Edit functionality, I'll have to see what's up with that. Seems like a very cheaty thing. Also, for all, I'm thinking about moving the settings from the custom settings window into a stock settings window. I'd like to hear some feedback before I do (either pro or con) -
Ability to fix solar panels
linuxgurugamer replied to Bej Kerman's topic in KSP1 Suggestions & Development Discussion
Agreed Ok. So now parts need to be damageable. Taking a cue from D&D, assign a certain number of HP to each part. There is already a mod which addresses this, called Kerbal Krash Systems. It also includes the ability to repair damaged parts. KKS repairs are based on an engineer's level, higher level engineers can repair more and faster. I could go on, ... -
[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
linuxgurugamer replied to EnzoMeertens's topic in KSP1 Mod Releases
@EnzoMeertens Have you ever thought about adding the requirement for spare parts (ie: repair kits) to be needed for repairs?- 735 replies
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Ability to fix solar panels
linuxgurugamer replied to Bej Kerman's topic in KSP1 Suggestions & Development Discussion
There is a low level of realism in the game, aka the physics, fuel, etc. The stock game doesn't include any way to do repairs, mods add that capability. Adding a repair ability to the stock game will need careful review to be sure it doesn't overbalance things -
Ability to fix solar panels
linuxgurugamer replied to Bej Kerman's topic in KSP1 Suggestions & Development Discussion
Tires can be patched. Solar cells are crystals, and when broken cannot be fixed. There are mods which allow repair of things, but I disagree about it needing to be stock. -
Ability to fix solar panels
linuxgurugamer replied to Bej Kerman's topic in KSP1 Suggestions & Development Discussion
Because it doesn't make sense. -
[1.9.x] Hangar Extender Extended
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Hmmm. CKAN didn't install the toolbar controller automatically? That's more than strange, it should have been installed since it's listed as a dependency. Regarding the Toolbar, that's optional. the Toolbar Controller (yellow wrench) controls the actual buttons. If the toolbar isn't installed, then the button will appear on the stock toolbar (if enabled) And putting them in the same file would cause other problems. -
[1.7] KVV - Kronal Vessel Viewer = Exploded ship view
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Well, assuming you are on KSP 1.1.2, that is before my time. You can try some of the earlier ones, found here: https://spacedock.info/mod/452/Kronal Vessel Viewer (KVV)#changelog Also, I mistyped earlier when I said that was the last version for 1.2, it should have read 1.1.2 -
As listed in the changelog: Fixed Missing Key error when resources were listed in the filterconfig file and not available In english, the mod ships with a large list of resources & modules along with a "best guess" version of each for UI stuff. The new code was looking at all of them, even if they weren't in the game, causing the missing key error. Didn't show up in my environment because the list was generated in my environment, ergo nothing was missing
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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
curious, have you tried doing this with an action group (as mentioned in the previous post), or is that also unavailable for this? -
[1.12.x] PEBKAC Industries: Launch Escape System
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 1.4.1.1 Added missing bottomup node to the small Mk16 parachute Added stagingIcon to the Mk1 Updated the tags for the Mk1 Known issue: If the engine is too close to the bottom of the Mk1, then it will be blocked and the Mk1 will explode from heat. Only an issue for the Flea and FL-T100/FL-T200 tank -
[1.12.x] PEBKAC Industries: Launch Escape System
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
That's because the little parachute doesn't have an additional node added. For now, find the file in the Pebkac directory: Pebkac\Parts\LaunchEscape\MM_Chute.cfg and add the following to the end: @PART[parachuteSingle] { node_stack_bottomup = 0.0, -0.120649, 0.0, 0.0, 1.0, 0.0, 0 %attachRules = 1,0,1,1,0 } However, there is an odd interaction with the tower and parachute, I've had the small LES exploding upon launch with this config. Until I figure it out, I'm not releasing this (it may be why it wasn't included). I have been able to narrow this down to an issue with the bounds, it is only a problem when you have either the Flea or a FL-T100/FL-T200 + engine combo. So you can go ahead and use the patch above, as long as the engine is more than about 1m below the bottom of the capsule (assuming the mk1 capsule) -
[1.7] KVV - Kronal Vessel Viewer = Exploded ship view
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
It should. This is the last release by the original author for KSP 1.2 -
[1.12.x] PEBKAC Industries: Launch Escape System
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
None planned, why? -
Anti-science that gives me a headache
linuxgurugamer replied to kBob's topic in Science & Spaceflight
Better said than I could ^^^^^