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KSP2 Release Notes
Everything posted by linuxgurugamer
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You have a bad installation of those 2 mods. The fact that you are saying those white squares tells me that the mods are not installed in the correct places. Also, the fact you only see the standard warp tells me that it's not in the correct place because it cannot read the file. Better time warp should be in the game data directory and the toolbar controller should also be in that directory I'm guessing that you probably had put them in sight a game data which is underneath the game data directory. If you want a, take a screenshot of your game data directory and post it so we can see what you actually have
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You don't have to use the supplied dummy payload. As long as your payload is at least 40 tons, and probably with the same attachments as the dummy, it will be accepted. I did this using the Mk2.5 Spaceplane Parts, would be happy to supply the 43 ton payload which I was able to bring up and then, in the next mission, bring it back down. Here is the launch of STS-2a (middle of the post): and the recovery, STS-2b:
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Just saying that I'm eagerly waiting for the new wings. I'm looking forward to trying them out with the Mk2.5 Spaceplane Parts. And in general, I can see an interesting mix of both types of shuttles.
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Make upgradeable space suits!!!
linuxgurugamer replied to Rover 6428's topic in KSP1 Suggestions & Development Discussion
To what end? Other than looks? -
It never showed the amount of fuel, just the value. Speaks someone who doesn't know coding. Yes, it's very useful information. Trivial it's not. Let me explain a little bit: Recovered stages are, by definition, not in physics range. Let me explain a bit: First, the mod uses a stock KSP function to get the values. As it turns out, it does NOT subtract the amount of fuel which would have burned up, so the value of what you see is actually too high. Consider THAT a bug. Second, even if the KSP had the ability to return the amount of fuel remaining, since the fuel is not actually burned it would still be inaccurate I took a look at the code to answer your question. While it's doable with a little work, it's not 5 minutes work. Now, do you want to know the amount of oxidizer, or the amount of liquid fuel remaining? What about RealFuels, which uses different types of fuel? What about jet-assisted landings? The mod does, in fact, have some of this information available internally, but to get it available in the output is going to take a little while
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Gas Planet 2? Poll
linuxgurugamer replied to KSPACE's topic in KSP1 Suggestions & Development Discussion
There are 2 mods which increase the rate of time warp One is Time Control, and the 2nd is Better Time Warp -
VAB Category Fail
linuxgurugamer replied to jospanner's topic in KSP1 Technical Support (PC, modded installs)
I actually use the term "missingBulkhead" when I'm debugging, by putting in "srf", I ensure that at least all parts will show up in at least one size category -
VAB Category Fail
linuxgurugamer replied to jospanner's topic in KSP1 Technical Support (PC, modded installs)
If there is a line "bulkheadProfiles =" in the part, the patch won't do anything but I'll list it here anyway: @PART[*]:HAS[~bulkheadProfiles[]] { bulkheadProfiles = srf } -
[1.4.X] OSE Workshop Continued - KIS Addon
linuxgurugamer replied to Aelfhe1m's topic in KSP1 Mod Releases
If I go this route, I'm going to need some advice regarding the proper placement of the parts for each of the variants, and what you feel each part should be doing for that variant. -
[1.4.X] OSE Workshop Continued - KIS Addon
linuxgurugamer replied to Aelfhe1m's topic in KSP1 Mod Releases
Here''s another thought, hopefully the best of both worlds: The mod by itself would be as I suggest: 3D Printing (using the AI Core model) Recycling (using the current model for the 3D Printing Lab) Ore Processing (using the current model for the Chemical Workshop) If EL, MKS or WBI is installed, then the part would be configured more like they are now. If KPBS is installed, then one of more of the KPBS parts could be configured as any combination of the functions listed above. -
Game crashes in VAB randomly
linuxgurugamer replied to Crim1's topic in KSP1 Technical Support (PC, modded installs)
Update KIS, version 1.17 had a bug which was causing a Crash To Desktop. you want to be using 1.18