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KSP2 Release Notes
Everything posted by linuxgurugamer
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It a ModuleManager patch. Was released for 1.6, no reason why it went work in 1.7
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[1.12.x] Crew R&R - Crew Rest & Rotation
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Strange. I wonder if you had a bad install, sounds like multiple things weren't working For testing, rather than uninstalling and messing up your current game, take the save file you sent me, put it into a new folder and access that -
[1.11.1] Hullcam VDS Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 0.1.12 Thanks to @4x4cheesecake for the following: Did localization work Added German translation Added Chinese translation from @sosoxia -
[1.12.x] Crew R&R - Crew Rest & Rotation
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Hi, I've been able to get it to fail intermittently. I built a debug version for you here: https://www.dropbox.com/s/8higtpgcx7aucmt/CrewRandR-1.1.9.2.zip?dl=0 Please install it and get it to fail, once it fails, send me the log files along with the save file. Thx BTW, the Astronaut Complex should show you who's on leave and for how long, Would that be sufficient? -
[1.12.x] TRP-Hire (formerly KSI Hiring)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 0.6.9 Traits.cs obtain traits' name (id) & title (display) from ExperienceConfigs already present in GameDatabase instead of fetching raw from config nodes remove special case handling that excludes "Unknown"; this probably being leftover artifact from previous attempt that parsed data from CommunityTraitIcons' config file and thus no longer needed store traitTitles as List instead of Dictionary remove redundant KCareerStrings rename KCareerCnt to KCareerPerRow for clarity: this is the number of careers to show per line of the SelectionGrid and not the number of careers installed in the game fix KCareerGrid size to number of careers instead of incorrect KCareerCnt, for loop counter fixed to match remove unnecessary localization code. TraitTitle.title is already localized (if localization is available) when we obtain it CustomAstronautComplexUI.cs updated to account for changes in Traits.cs use identifiers instead of display strings for checking ProtoCrewMember's trait use pcm.experienceTrait.Config.Name instead of pcm.experienceTrait.TypeName and pcm.experienceTrait.Title.. -
And here is a typical modders' nightmare: two people who want the exact opposite. A quick answer to @aat is that it sounds like that's what's happening. I don't see it, but it may be system dependent. @gap that would add a fair-amount of work to make happen. And right now I'm busy with performance issues, and some other mods as well
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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
I took a look at the files. The warnings can be ignored, see my message to Enzo below: @EnzoMeertens You have the same problem in 4 lines:: [WRN 2019-04-08 18:16:44.933] more than one pass specifier detected, ignoring all but the first: KerbalKrashSystem/Configs/KerbalKrashSystem_Other/@PART[*]:HAS[!MODULE[ModuleKerbalKrashSystem_Exclude],!MODULE[ModuleKerbalKrash*],!MODULE[ModuleWheel],~PhysicsSignificance[1]]:AFTER[KerbalKrashSystem]:FOR[KerbalKrashSystem_Other] [WRN 2019-04-08 18:16:44.933] more than one pass specifier detected, ignoring all but the first: KerbalKrashSystem/Plugins/KKS-mods/KerbalKrashSystem_Leak/Configs/KerbalKrashSystem_Fuel_Leak/@PART[*]:HAS[@MODULE[ModuleKerbalKrashSystem_Container]]:AFTER[KerbalKrashSystem]:FOR[KerbalKrashSystem_Leak] [WRN 2019-04-08 18:16:44.933] more than one pass specifier detected, ignoring all but the first: KerbalKrashSystem/Plugins/KKS-mods/KerbalKrashSystem_Repair/Configs/KerbalKrashSystem_Repair/@PART[*]:HAS[@MODULE[ModuleKerbalKrash*]]:AFTER[KerbalKrashSystem]:FOR[KerbalKrashSystem_Repair] [WRN 2019-04-08 18:16:44.933] more than one pass specifier detected, ignoring all but the first: KerbalKrashSystem/Plugins/KKS-mods/KerbalKrashSystem_Science/Configs/KerbalKrashSystem_Science/@PART[*]:HAS[@MODULE[ModuleScienceExperiment],!MODULE[ModuleKerbalKrashSystem*]]:AFTER[KerbalKrashSystem]:FOR[KerbalKrashSystem] have both an AFTER and a FOR. you can't have both. Remove the FOR.- 735 replies
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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
Ph sorry. I saw the message about posting the logs as code and reacted to that- 735 replies
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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 should put the logs on a file sharing site (Dropbox, Google Drive, etc) and then post a link.- 735 replies
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New release, 0.15.1.8 Added small patch for ReStock, thanks github user @pietralbi
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[1.11.2] B9PartSwitch v2.18.0 (March 17)
linuxgurugamer replied to blowfish's topic in KSP1 Mod Releases
@blowfish I cloned the repo, made the change and it works. It was about 5-6 lines of code I've submitted a PR on Github I'd appreciate knowing if you will accept this, and if so, when a new release will be made with it, so that I can do a good release of the mod. If it will be a while, I'll release it now with the FSmeshSwitch, and change later, but would rather not need to do a switch -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
linuxgurugamer replied to blowfish's topic in KSP1 Mod Releases
@blowfish I finally figured out why I'm having such a difficult time. This part was made for the FSmeshSwitch module, and the one thing the FSmeshSwitch does which this doesn't is an option to updateSymmetry; it's false on this part, so when one part in a mirrored set gets changed, the other doesn't. I took a fast look at the code, and it doesn't seem to be more than a few lines of code here: https://github.com/blowfishpro/B9PartSwitch/blob/f0efe3e43627024bf811b4c5be61f1370a37fcd6/B9PartSwitch/PartSwitch/ModuleB9PartSwitch.cs#L584-L595 which would need an option to say whether to disable symmetry or not. For now, I'm going to have to stay with the FSmeshSwitch, otherwise it's unusable for this part. If I get some time, I may download and see if it's a simple as I think, if so, I'll submit a PR. -
It's always bugged me that there is no in-game help for parts. Specifically, those parts from several mods which the usage and/or functionality are not obvious. This has hit me several times while playing. I'm now about to release a couple of revived parts which would benefit from having a button or keystroke which would bring up a small help window I was wondering if there would be interest from other modders in something like this, and if so, what you would want it to have. For example, I know that some mods actually have KSPedia entries for the mods, and possibly a link to the specific page might be nice. For other parts, maybe just a simple dialog window describing the part and how to use it. I look forward to a nice discussion about this, it might even tickle someone's fancy to actually write it (someone ELSE, that is)
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I was using that parachute as a sample as well. there are a couple of nodes you didn't show: MODULE { name = ModuleDragModifier dragCubeName = SEMIDEPLOYED dragModifier = 1.25 } MODULE { name = ModuleDragModifier dragCubeName = DEPLOYED dragModifier = 12 } I've added both the drag cubes and the above to the config, but didn't see any change. There's magic going on here, and if I can't get it figured out one way or another, I'll just delete the chute. I have the rest of the rudder working properly
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I'm working on updating a few parts which are somewhat old. This part in particular is a vertical fin for a shuttle with a built-in parachute. The issue I"m having is that the chute is not slowing the plane down, it's actually increasing the speed. I'm testing on the runway by getting the plane moving at about 10m/s, shut down the engine and then deploy the chute. When I deploy the chute, the plane never stops moving, and actually increases it's speed slightly. I tried putting on a regular chute as a test, and it work as expected. I'm beginning to suspect it may be something in the model itself, but not sure what to look at. Another issue is that the parachute cords for the built-in chute are coming out the wrong location Suggestions are welcome
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[1.12.x] TAC Self Destruct Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Are you sure? The part can be set to only blow up a single section or all connected items -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
linuxgurugamer replied to blowfish's topic in KSP1 Mod Releases
Strangely enough, it started working. So all I need to know now is what would cause the thumbnail from being displayed while the part itself works? -
[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
linuxgurugamer replied to NecroBones's topic in KSP1 Mod Releases
You can change the MM scripts from updating existing parts to copying them. It's fairly easy to do, but you do have to remember to change the name to avoid duplicates -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
linuxgurugamer replied to blowfish's topic in KSP1 Mod Releases
@blowfish I'm having an odd problem with the B9PartSwitch module. I'm using it to pick one of two transforms in a .mu file. It works, but when it does, the part in the parts list in the editor is blank. If I only have one subtype active (I commented the other out), then it shows up in the parts list correctly, but both transforms are shown when the part is picked. Here is the config file and the .mu: https://www.dropbox.com/s/4dcxykbc45k6yhx/B9SwitchProblem.zip?dl=0 Here is the relevant part of the config: MODULE { name = ModuleB9PartSwitch moduleID = Shape switcherDescription = Shape switcherDescriptionPlural = Shapes affectDragCubes = false SUBTYPE { name = Left transform = obj_ctrlSrf_R } SUBTYPE { name = Right transform = obj_ctrlSrf_L } } and here are a few images showing the problem This first image shows the missing part in the parts list: This second image shows the part as it was placed on the plane: Finally, this picture shows what happens when I comment out one of the subtypes: