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Everything posted by linuxgurugamer
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With that much lift at the top, it flips, even when testing with MechJeb and Gravity turn. The fairing blocks that. While I may do the telescope mission the same way, although with a shorter shuttle (it doesn't need those huge wings), I will probably have to abandon the Mk2.5 shuttle parts soon, at which point I'll be starting to learn how to launch a shuttle on the side
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[1.12.x] Malah's Quick Mods - ZEROMINIAVC in new thread
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Not the way it is right now. -
Just a couple of questions: What does the space telescope need (other than the solar panels)? Specifically, are there requirements as to the size of the telescope, ability of the telescope, etc? I assume that needing to use the MMUs, that KIS is not needed here. Obviously (IMHO), KIS would eliminate the need for the MMUs. Are there any suggested Space Telescope mods you would suggest for this? I'm aware of the Tarsier, the Sentinel (stock), the Cacteye Optics, as well as smaller telescopic cameras in HullCamVDS (and possibly others)
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[1.12.x] Fill It Up - Adjust Fuel Levels in VAB/SPH
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 0.1.1 Added toggle to ignore locked tanks Increased width of window slightly to avoid horizontal scroll bar when multiple stages are shown -
STS-2b completed. I did this on stream last night, and there were several reverts as well as one complete do-over. Odd things kept going wrong, such as, I was ready to dock and the satellite/fuel container lost all EC, so it lost station-keeping ability. Took a minute before I realized that we were in an eclipse, and just had to wait until we came out. Unfortunately, that took about 10 minutes or so, ended up running out of monoprop. Another problem (not shown in the video) was that the docking port on the side was hitting the bottom of the shuttle bay preventing a good dock. I ran into that the first attempt, was able to work around it the second time. Note that the fuel satellite is actually 43 tons, not 40. This video show the complete mission, it's been edited to eliminate the reverts (F9 is most definitely my friend). Kudos to chat, where I got a few good suggestions, including one telling me why S-turns were so useful (ie: while the shuttle didn't turn, it reduces the lift, and helped me do a better approach). The final approach was almost perfect, but was just a bit too fast, so I was able to use the engines to do a go-around. Mission Video (1:51:04 in length) Mission Pictures Launch Rendezvous & Docking A quick EVA to strut the satellite in place using EVA Struts Reentry and Landing Final image showing fuel levels in all the tanks of the payload
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That's not my area, but I know of a few people who might be able to help. @taniwha can you help here? @Angel-125 any possibility of your helping a bit?
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Eegads Grad you pulled through. Feel free to ask for help, I'm sure a lot of people would be willing to help
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[1.7.3] GPOSpeedFuelPump continued v1.8.19
linuxgurugamer replied to hab136's topic in KSP1 Mod Releases
@hab136 If you can get me your test ship, I'll take a look for you to see if I can fix this. I'd also like to discuss with you the right way to make this & PWB Fuel Balancer & Fuel Jettison mod work together -
[1.12.x] Tweakable Everything Continued (replacement)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
What @4x4cheesecake said, thank you @4x4cheesecake -
[1.12.x] Tweakable Everything Continued (replacement)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I don't remember exactly what it's called, but there already is a mod to deactivate control surfaces when not in the atmosphere -
Back in 2016, forum user @charliedrewitt wrote a simple utility called Assembly Fuel Utility, which simply adjusted fuel levels in all tanks while in the editor. The original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/141062-112-assembly-fuel-utility-v110/ He is no longer around, and I've adopted this mod and enhanced it to allow individual stages to be filled or emptied while in the editor. I've also renamed it as you can see. As of now, locked tanks are also modified. I'll probably add a toggle to ignore locked tanks in the near future Dependencies ToolbarController ClickThroughBlocker SpaceTuxLibrary Fill It Up button Fill It Up window for entire vessel Showing all the stages (closed) Showing the stages open Availability Source: https://github.com/linuxgurugamer/FillItUp Download: https://spacedock.info/mod/2051/Fill It Up License: GPLv3 Reviewed by Kottobos Changes from original mod Renamed to FillItUp Added support for changing fuel levels in multiple stages Added ToolbarController support Added ClickThroughBlocker support Added standard build files Added AssemblyVersion.tt Changed background to solid Removed use of jlint Coded window code in c# for performance improvement over the jlint and reduced code size Added toggle to ignore locked tanks Increased width of window slightly to avoid horizontal scroll bar when multiple stages are shown There is now a stock settings page which controls an option to check for not-full tanks and prompt. This only applies to tanks which were modified by the mod, anything you modify by hand will not be detected. Dialog shows when attempting to launch Added tooltips to some fields Added ability to lock a resource for a stage or for the entire vessel at runtime, this only applies to the mod, if you want the tanks to be locked, you have to lock them directly Added option to settings page to control whether the tooltips are shown or not Added option to settings page to control whether the locked resources (for the entire vessel only) are saved or not. Donations gratefully accepted https://www.patreon.com/linuxgurugamer
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Edit action groups in persistent file?
linuxgurugamer replied to Srpadget's topic in KSP1 Gameplay Questions and Tutorials
For this, use the Action Groups Manager -
How much RAM do you have?
linuxgurugamer replied to LusBax's topic in KSP1 Gameplay Questions and Tutorials
I play with 250 mods, game regularly used 20 gig. My system now has 64 gig -
I will. Ill be looking at this as time allows. @Drew Kerman said that if I kept it open that it can talk to KSP real time? If so, then that is so ething I am going to be interested in.
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Mod update/recompile request
linuxgurugamer replied to golkaidakhaana's topic in KSP1 Mods Discussions
Sadly, as expected , I haven’t received any reply.