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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. I disagree. This seems like it would be a relatively unused option. It merely makes it harder to play rather than adding new and interesting gameplay. I actually think this would be better done as a mod. You are talking about touching almost everything in the game, and that is a nightmare. A mod could be targeted at specific parts/modules, and then slowly have more features added without taking a chance on messing with the basic game engine
  2. Here you go: https://forum.kerbalspaceprogram.com/index.php?/topic/162477-1415-early-bird-017/
  3. This is really great, but what I'm having trouble finding is an up-to-date tutorial on how to take a file from Blender to Unity to KSP .mu file Any suggestions?
  4. New release, 0.1.5.9 Added check for Ore, Ablator & SolidFuel when doing balancing, now does not consider them when balancing
  5. I'm working on updating an old mod, B9 Shuttle Style Wings. It has a vertical fin with an integrated airbrake and parachute. This part has two problems. The first is that the center of the drogue lines of the parachute are about 1/2 meter below where they should be. I was able to fix that using Blender 2.8 (but have no idea how I did it ) However, the big problem is that sometimes, depending on where the part is on a plane, the chute will deploy backwards, but the drag is still correct. The entire mod is here (unfinished): https://www.dropbox.com/s/5i2mf4i7chyox6x/B9ShuttleWings-Beta2.zip?dl=0 The part is called B9_Shuttle_TailWing While I would obviously like to get this fixed, I'd also like to learn how to fix it. I have Blender 2.80beta + @taniwha's excellent .mu addon so that I can both import and export a .mu file I thought it might have been the orientation of the part, so tried rotating it 90 degrees, but it's not saving the part rotated. The really strange thing is that when I save it as a .blender file, and then load it, it saves it properly. It's only when exported as a .mu that it seems to revert to the original settings In addition, the rudder part sometimes moves in the wrong direction (ie: Give it left rudder, but it moves to the right). The two problems are probably related Thanks in advance
  6. Following up on this, if you try to use this mod in 1.7, a very obvious message is displayed telling you that an incompatible mod is detected, and lists this mod. I just looked at the code, and the mod is deliberately disabled in anything other than a 1.6 game You will have to wait for an updated release
  7. Both of you should know by now that you should at least post a log file. Saying that something is broken without anything else is rather useless
  8. Please remove Kerbalism first. I don't support Kerbalism because it changes too much, if that turns out to be the problem, then it won't get fixed.
  9. Ok, this will take a little while. As in not needed, or as in not working? Side note: I just fixed Action Groups Extended for 1.7
  10. New release, 2.3.4 Fixed panel selection for KSP 1.7, now required to wait until panel is displayed, the internal flags in KSP are now being set slightly differently While not tested and not needed, this will probably work ok on 1.6.1 as well.
  11. Something changed in the depths of the Editor code, so what used to work is now not working. Working on it, not sure how long it's going to take because the panels aren't showing up when they are supposed to
  12. For this, all the logs. It probably isn't ScienceAlert itself, because the toolbar is not even touched by it directly. In addition to the files in the Logs directory, the KSP.log and the output_log.txt
  13. Those messages aren't even from KCT If you still have the save file, it would be interesting to see it
  14. I am more than a little puzzled. First, there is no "1.7.0.2", there IS "1.7.0" and if you want to include the build number, it would be "1.7.0.2483" Second, some more details on this, please. Are you running a career game, science game or sandbox? Do you have the Blizzy toolbar installed? and a log file would also be useful. I just installed this mod into a new 1.7.0 install, and it's working fine.
  15. I totally agree. There are plenty of mods available which can do things like that, we don't need to have an artificial launch site on another planet, while the consul plays do since they have no other way of getting it.
  16. 1st post. WOw, that was fast. A new mod for 1 .7 release on the day of 1. 7 release
  17. I've updated the EVAHandrailsPack, CKAN should see the update sometime in the next few hours
  18. New release, 0.2.1.10 Changed directory to avoid conflict with NEBULA Decals
  19. Probably caused by my updating the release method for this, I'll get it fixed
  20. Thanks, I merged it. I'll send a message to Politas about renaming it
  21. The problem is that the names on Spacedock can't be changed. If I make a new entry, I'll lose the history. I can try to do that, and then update the netkan file
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