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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Compiling in debug mode creates slightly different code Yes, I forgot to delete it. And I'll have to figure out why this isn't working in release mode. Yuck
  2. Keep in mind that I've been doing this (ie: geek stuff) for a long time. I didn't get to this powerful a rig overnight, it's been a long road. I'm exceptional, I do things that others don't, so I actually needed the memory. Looking at my usage, I could have saved a few bugs and gone with 48g, but the cost difference wasn't that much, and I always build a system with future use in mind.
  3. I'm using it in 1.6 In my dev install, load times went from 32.3 seconds down to 30.1, nearly 10% saved. And this one only had a few mods, I'll be trying it in my big install later, but that one takes 10-12 minutes to load This system has 64 gig of memory, and all ssd storage, so I don't expect a humongous improvement, but anything is helpful, and saving 10-20% of load time is very nice
  4. New release, 1.9.0.6 Changed startup from AllGameScenes to FlightEditorAndKSC Fixed Nullref when going into settings before any game is loaded
  5. I don't know how I missed this. Any chance of adding it to CKAN?
  6. New release, 0.4.6.1 Updated install dir in Jenkins file This will fix the conflicting file issue with the PicoPort mod in CKAN
  7. New release, 0.1.5.2 Updated install dir in Jenkins file This will fix the issue of conflicting files with REKT
  8. Known bug in the install (found out this morning, in fact) for REKT. For now, just remove PicoPort, then install REKT, it's included. I'll be working on that issue in the next day or so. If you already have REKT installed, then you should be all set. Let me know if you aren't
  9. The only code change was when SR starts, I think there was a race condition and it was starting too soon. I know what's going on with the settings, but that will take a little bit to fix. I hope to get to it this evening
  10. Which settings, or any of the settings? Oh, I see the problem. Will work on it this evening
  11. I know it's possible, but I don't know how. How can I reduce the size of images in my signature?
  12. @vagabond77 @4x4cheesecake Please try this DLL for StageRecovery: https://www.dropbox.com/s/dkpe9g7n89mlmx6/StageRecoveryDLL.zip?dl=0 I did make one minor change which _might_ have an influence. Again, please send me your log files, if it works, or if it doesn't work. Thanks
  13. Ok, so it seems that the problem is now with StageRecovery not registering with the RecoveryManager. I saw that in both log files If it doesn't hit me in the face, I'll probably get a debug version of SR out this evening, when I do, please test it and send me the logs.
  14. It is there deliberately for that reason. I'll have to add an optional file for non-standard resources. This may take a little bit, it's actually a bit of a problem, given the way the mod was written
  15. Forum user @RealGecko left a while ago and turned this mod over to me. Original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/166775-ksp It's been updated for 1.6.1 Once I received a tourism contract that required to build a space hotel capable of holding up to 50 kerbals... 50 KAAAARL! I started to try various superb station parts pack, but was not satisfied by any of them, as none contained parts that were capable of holding at least 25 kerbals in one part. And also none looked like "hotel" (of course, these are space station parts ). The only mod that looked close to what I wanted was "struggling to survive" Civilian Population. And even though Civilian Population is cool I personally wanted to have it's parts with stock only functionality. That's how I created Orbital Structures. Contains Apartments, Administration Deck, Science Deck, Biosphere Gardens and some structural Elements.  Things to note: Assets Taken from original CivilianPopulation Fixed texture references in every model files Some textures were missing just duplicated from existing ones Parts Structural parts taken from latest CivilianPopulation Configs Following parts have internals commented out ApartmentsSmall.cfg ApartmentsLarge.cfg ApartmentsMedium.cfg TODO convert all textures to dds modify mu files to use dds MM patches Taken from latest CivilianPopulation All credits go to: A collective work of... @Pamynx that can be found here. @trafalgar that can be found here. @michaelhester07 that can be found here. @rabidninjawombat that can be found here. @GGumby that can be found here. Availability Source: https://github.com/linuxgurugamer/KSP-OrbitalColony Download: https://spacedock.info/mod/1559/OrbitalColony Source: https://github.com/linuxgurugamer/KSP-OrbitalColony License:CC BY-NC 4.0 Donations gratefully accepted    https://www.patreon.com/linuxgurugamer
  16. I've adopted this mod, please move all discussion to my new thread:
  17. Forum user @steedcrugeon has turned this project over to me, I'll be maintaining it moving forward. The original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/150837-* Introducing the Recoverable Emergency Kerbal Transport (REKT) escape pod mod.  This part mod pack is designed to introduce another means of safely recovering your Kerbals from a mission which may have gone wrong, or possible as a deliberate means of evacuating an orbital station as it makes its graceful descent on a sub-orbital trajectory. Command: REKT mk1A - Single Kerbal pod with built-in airbrakes for atmospheric re-entry REKT mk1C - Single Kerbal Cryogenic pod with built in RTG. REKT mk1D - Single Kerbal lightweight pod with inbuilt communications equipment and additional provisions (where applicable)* REKT mk1N - Single Kerbal pod with built-in retro-rockets, which can be automated**, for non atmospheric sub -orbital trajectories REKT Miniature Probe Core - for flying kontainers, has a built in MonoProp thruster. OTAV Core - Single Kerbal lifting body style pod. Utility: REKT Kompatible Kontainer - a simple freight pod which can store a multitude of provisions*** REKT Kompatible Kontainer (KIS Variant) - unsurprisingly, a KIS variant of the REKT Kompatible Kontainer REKT Auxiliary Miniature Parachute - a smaller, slim-line a parachute designed to fit well under the ITA. Coupling: Surfacemount Hardware REKT - A surface attaching single pod decoupler. Inline Triple Adapter - a 1.25m Inline triple REKT mounting adapter, you might want to cover this with a faring... Inline 12 Hub - A 2.5m inline adapter with the functionality of the Inline Triple Adapter but four times the capacity! OTAV Docking Port - lightly angle inline docking port designed to mate with the front hatch of an OTAV core. OTAV Ring Dock - specialised round docking apparatus, 2.5m dia. Designed for use with OTAV docking clamps. OTAV Clamps - splecialised apparatus to mate an OTAV core pod to the OTAV Ring Dock Electrical: Standard Utility REKT Fuel-cell - A compact monoprop fuel-cell Engines: REKT Payload Retro Rocket - a miniature SRB, derived from the same ones in the mk1N, intended for use with the freight pods OTAV engine - small LFO engine derived from the Thud engine. Aero: OTAV Winglets - bespoke retractable wings for use with the OTAV core. OTAV flap - a precise control surface for use with the OTAV core. OTAV Air Fins - Stabalisaing apparatus to help assist atmospheric flight and incorporating an air-brake. OTAV Parts OTAV Parts have additional dependencies separate from the REKT mod: REKT-OTAV Deployable Lift Generators rely on using the RetractableLiftingSurface module created by @linuxgurugamer the current version at time of release is bundled with this mod. the OTAV integral landing gear is driven by @Shadowmage 's KSPWheel. They will NOT work without it. current version at time of release is bundled with this mod. Command Pods Notes The Mk1a is the only one intended for use on worlds with air - it's designed to be used with a parachute for final landing. The Mk1n is designed for landing on airless worlds. ( you need to cancel orbital velocity with something.) The Mk1c is the one with the cryo tube is designed for deep space - you wait to be picked up, you don't land the pod. The Mk1d ... Localization is now Supported - as of 23/06/2017 release (any translations offered would be helpful!) Availability Download: Spacedock, Github License: CC-BY-NC-SA CKAN as well Highly Recommended Supporting Mods: REKT is a stand-alone parts mod, but does have the following dependencies: Module Manager Retractable Lifting Surface Module KSP Wheel Additionally, the following are supported: IndicatorLights by @Snark Landertrons managed by @Kerbas_ad_astra RasterPropMonitor by @MOARdV Module Manager will implement the supporting modules, so you'll need that to (if you haven't already got it). The REKT mk1C is compatible with @JPLRepo's DeepFreeze Mod (designed specifically for this purpose) *Supported Life Support Mods: TAC LS USI LifeSupport Snacks **Landertron is required for automatic functionality ***InterstellarFuelSwitch is required for variety of cargoes †DeepFreeze is required to use the 'cryogenic' aspects of the pod. [Its will act as a normal pod with an RTG without this mod. It can be removed from your REKT installation if desired] KIS functionality is now supported through the REKT Kompatible Kontainer (KIS Variant) I must extend my thanks to @Snark, @Kerbas_ad_astra @DStaal and @linuxgurugamer for their input and help. Also thanks to @njmksr and @MaverickSawyer for preliminary testing. And thanks goes to @CobaltWolf and @dboi88 for help and guidance with texturing. Also I owe much thanks to @Pak who helped me fix the aero setup for the OTAV (finally). Donations gratefully accepted    https://www.patreon.com/linuxgurugamer
  18. New release, 0.1.1.2 Changed cfg file to contain a node rather than just the data, makes it easier for MM scripts to make changes
  19. well, if nothing else, you can use the ksp-avc site: http://ksp-avc.cybutek.net/?page=Home Create an account, and you can enter the info, it will even generate it for you. Then all you need to do is to keep it updated. Personally, I'd go with a github, killing 2 birds with one stone: Permanent location for the source code, and the .version as well
  20. Bah. I'll take a look Edit: The version is fine, there is a problem in the web check, I'll get it fixed. Should not need an update An update will be needed
  21. It's actually valid, but I do see your point, I'll get it updated soon.
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