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KSP2 Release Notes
Everything posted by linuxgurugamer
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I dont remember if I pushed the updates to github or not. I'll have to check. The changes I made were simply applying previously posted patches, so you should be able to replicate it. I haven't done anything with it since October, so I dont know if it works in 1.6.1 I went ahead and packaged it up for anyone who wants it: https://github.com/linuxgurugamer/New_Horizons/releases/tag/u1 This is the version that works in 1.5. It also includes the original Derso
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[1.4.X] OSE Workshop Continued - KIS Addon
linuxgurugamer replied to Aelfhe1m's topic in KSP1 Mod Releases
New beta, 1.2.7.8 Fixed missing brace in GameData\Workshop\MM_Patches\_OSE_PartRecipes.cfg (Thanks @AccidentalDisassembly for the report) Available here: https://github.com/linuxgurugamer/Workshop/releases/tag/1.2.7.8 -
Great mod for working with lighting. Originally written by @nodrog6 (original thread here), was maintained by @RealGecko for a while. Adopted by Linuxgurugamer. Thanks to github user @kujuman, who had updated it (but it still had a problem with the lighting), I have been able to restore full functionality to it. Add day and night modes to the VAB and SPH! Turn off the lights in the editors! Works at all upgrade levels! LightsOut takes the existing VAB and SPH assets and modifies them to emulate a day and night mode in the VAB and SPH. It's designed to help with testing your craft's lighting without having to launch and then time warp to night NOTE: This mod is an early beta. I'm still working out all of the kinks. Any feedback is extremely helpful and welcome. Enjoy! Hotkeys: L - Toggle day/night mode and all part lights U - Toggle all part lights Dependency Requires ToolbarController Availability Source: https://github.com/linuxgurugamer/LightsOut Download: https://spacedock.info/mod/2077/LightsOut Relit License: MIT Now available in CKAN Donations gratefully accepted https://www.patreon.com/linuxgurugamer
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@JPLRepo There is an issue with the KSP/Unity cameras which I had and the solution was suggested by @Starwaster. The issue was that when a mod created a new camera, regardless of whether it was used or not, some parts became semitransparent in certain situations. It's a one-line fix, I've already fixed it in PWB Fuel Balancer, NavHud and Kerbal Flight Indicators. And now its this mod's turn :-) I've sent you a PR on github to fix the problem In the meantime, there is a totally unofficial build on github with the fix, available here: https://github.com/linuxgurugamer/JSIAdvTransparentPods/releases/tag/V0.1.17.0-unofficial Removed by request of the author
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[1.12.x Kerbal Flight Indicators (Release 20, 2020-02-11)
linuxgurugamer replied to Papa_Joe's topic in KSP1 Mod Releases
No idea, but I fixed Navhud earlier this evening -
[1.12.x Kerbal Flight Indicators (Release 20, 2020-02-11)
linuxgurugamer replied to Papa_Joe's topic in KSP1 Mod Releases
I have no idea, please let us know what you see -
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
linuxgurugamer replied to FreeThinker's topic in KSP1 Mod Releases
I am thinking of changing a mod from using FStextureSwitch2 and FSfuelSwitch to using the IFS equivilents. But I can't find any good documentation, the wiki talks about KSPIE. A pointer to some good descriptions would be appreciated.- 1,187 replies
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- fuel switching
- mesh switching
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(and 2 more)
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[1.12.x Kerbal Flight Indicators (Release 20, 2020-02-11)
linuxgurugamer replied to Papa_Joe's topic in KSP1 Mod Releases
For anyone who is interested, I have an unofficial build which fixes an issue with this mod making parts semitransparent in certain circumstances. Available here: https://github.com/linuxgurugamer/KerbalFlightIndicators/releases/tag/R18.1 I made a PR to the original repo on Github. I do not intend to adopt or maintain this mod, since it duplicates the functionality of NavHud -
The enum for the clear flag is: public enum CameraClearFlags { Skybox = 1, Color = 2, SolidColor = 2, Depth = 3, Nothing = 4 } So, I set it to Nothing, and there was no change Next, I set hdr = false and That fixed it Thank you @Shadowmage However, hdr is obsolete, the following has replaced it: MarkerCam.allowHDR = false;
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[1.12.x] Loading Screen Manager
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
That is a very odd resolution, can you try it with a more standard size, such as 1920x1080 please -
A problem has been reported to me on the PWB Fuel Balancer, and apparently the NavHud mod, where things become a bit transparent. I've isolated it to the following code, which is run upon entry to the Flight scene in the Start method. I'm at a loss, this is an area outside my experience, and any help would be appreciated: [KSPAddon(KSPAddon.Startup.Flight, false)] public class InFlightMarkerCam : MonoBehaviour { private GameObject _markerCamObject; internal static Camera MarkerCam; public void Start() { // When the following line is commented out, no transparency CreateMarkerCam(); } private void CreateMarkerCam() { if (null != _markerCamObject) return; // print("Setting up the inflight MarkerCamObject"); _markerCamObject = new GameObject("MarkerCamObject"); _markerCamObject.transform.parent = FlightCamera.fetch.cameras[0].gameObject.transform;//Camera.mainCamera.gameObject.transform; // Set the new camera to be a child of the main camera MarkerCam = _markerCamObject.AddComponent<Camera>(); // Change a few things - the depth needs to be higher so it renders over the top MarkerCam.name = "markerCam"; MarkerCam.depth = Camera.main.depth + 10; MarkerCam.clearFlags = CameraClearFlags.Depth; // Add a behaviour so we can get the MarkerCam to come around and change itself when the main camera changes _markerCamObject.AddComponent<MarkerCamBehaviour>(); // TODO can this be removed? // Set the culling mask. MarkerCam.cullingMask = 1 << 17; } Here is an example of the problem:
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[1.4.X] OSE Workshop Continued - KIS Addon
linuxgurugamer replied to Aelfhe1m's topic in KSP1 Mod Releases
I think the only other change I'm going to make is to add support for IFS, other than bug fixes, that is. I also need to create a recipe for the DuctTape Workshop modules will be damaged by acceleration >2G when unpacked. You will need duct tape to repair, be sure to pack some. -
[1.4.X] OSE Workshop Continued - KIS Addon
linuxgurugamer replied to Aelfhe1m's topic in KSP1 Mod Releases
New beta, 1.2.7.7 Added packing/unpacking option, configurable in settings Added destructor to WorkshopItem to dispose of icon properly Fixed bug where recycled resources were not being returned to the vessel. Now, recycled resources are returned at the end of the recycling process Added damage caused by acceleration (optional) Added new resource DuctTape Added new part Duct.Tape Added repair code Added option to show all parts with a category of "none" in a Misc category (useful for MKS, among others) Available here: https://github.com/linuxgurugamer/Workshop/releases/tag/1.2.7.7 -
[1.12.x] NovaPunch Rebalanced - Out of Beta
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 0.1.6.3 Fixed the NP_lfe_25m_Orbitalbertha (had an extra } ) -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
linuxgurugamer replied to IgorZ's topic in KSP1 Mod Releases
Should be an easy fix, but it's not critical. I'm just hovering over it during my testing, and at first thought it was in my mod Thanks for your help -
[1.12.x] NovaPunch Rebalanced - Out of Beta
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Thank you!!! I've made the changes, will get out an update this evening, if not sooner. Ok, I lied :-) New release, 0.1.6.2 Thanks to forum user @SpinkAkron for noticing these errors: Fixed bulkheadProfiles in the following: NP_interstage_375m_5m_SAS NP_interstage_375m_5m_tank? NP_interstage_5m_375m_plate NP_decoupler_stack_5