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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. more: Critter Crawler Horizontal Velocity Controller Redux Kerbal Animation Suite Cont KSPLogger NSS/OctoSat is not in development, it is released, remove the SOAR from it PicoPort4AllSizes Also, Malah's Quick Mods and Magico13_Modlets really (IMHO) should have all the modlets listed.
  2. Yes, it’s a nice improvement, but doesn’t do all of what BTW does: When the ship is in vacuum and on a collision course with the ground, it will automatically show time-to-impact, and the estimated burn time to kill your velocity at ground level. When the ship is in orbit and has an upcoming rendezvous with a target ship, it will automatically show time-to-closest-approach, and the estimated burn time to match velocity to the target. When the ship is on a course to enter or exit atmosphere in the next few minutes, shows time until the transition. For maneuver nodes and closest-approach, it shows a countdown indicator to tell you when to start your burn.
  3. Two things. First, an extract fro the log is interesting, but usually useless without the rest of the log. Second, if you suspect another mod, then remove it and test. In this case, ShipSections is part of the Extensive Engineer Report, uninstall that mod and try again.
  4. @Gaarst just an FYI, you can add the following under my name: KerbalGPS KSP Resonant Orbit Calculator RatPack TooManyOrbits Magico13's modlets: MagiCore Sensible Screenshot Dated QuickSaves Ship Save Splicer EditorTime TreeToppler Wwwwwwwww NIMBY All the modlets are in this post: The following are in the process of adoption, so I don't have a thread for them yet: Orbital Colonies StageRecovery Also, please update your entry for ZeroMiniAVC, that's also mine. @DoctorDavinci merely did an unofficial recompile: and finally All my mods are compatible with 1.4.5, and on CKAN (not sure if you need that)
  5. Understand you are very busy with RO, FAR, and life.

    I've sent you a PM, and posted a message in the KJR forum, about possibly adopting KJR, even if for a short time until you are able to pick it up again.

    Thanks

    Linuxgurugamer

  6. Please explain. Why are you putting a model into the directory if it's not being referenced?
  7. @Deimos Rast I'm not going to write it, but if you want, you need to do the same thing for ModuleRTAntenna as you did for the DMMagic_science_modules.
  8. Just an FYI, replacing the moduleAnimateGeneric turns out to not be such a good idea. Regarding RT, threre is a ModuleRTAntenna, which looks like can be used, but I need to write a module just for that.
  9. There are only a few mod which do that, MechJeb being the most popular. Its not needed, its done so you, the player, can see what is available in each science node.
  10. Not cargobays. They require two modules. you should be able to set an actiongroup to trigger multiple allyall actions
  11. I took a look. Couple of comments: In your AllYAl.cfg, remove the "FOR", it's not needed. Using the !MODULE is somewhat irrelevant, since, unless someone installed the mod two times, the cfg will only be run once The mod support file is nice, I'll use it, but again, remove the FORs and your ideas (my comments follow the quote): Should already work No, because ModuleAnimateGeneric is used for many things. This may be something that it isn't worth fixing. Besides, it won' t work. A CargoBay part has both ModuleCargoBay AND ModuleAnimateGeneric. This would require writing a new module, which I'm not going to do right now. Please try this out and let me know how it goes. AYA_Generic - a blank module that just deploys whatever it's attatched to MODULE { name = ModuleAnimateGeneric animationName = doors_125 actionGUIName = #autoLOC_502068 //#autoLOC_502068 = Toggle startEventGUIName = #autoLOC_502069 //#autoLOC_502069 = Open endEventGUIName = #autoLOC_502051 //#autoLOC_502051 = Close allowAnimationWhileShielded = False } The problem with this is there is no way to know if the part is open or closed. Cargo Bays have a dedicated flag in the ModuleCargoBay part. I would have to replace the ModuleAnimateGeneric with a something like: AYA_ModuleAnimateGeneric which would inherit the standard ModuleAnimateGeneric, and then keep track of a open/closed flag myself. But this would then have the possibility of interfering with other mods which may be looking for the ModuleAnimateGeneric module in that part. I'll think about it, but am busy with another mod right now, so not sure if/when I'll get to this.
  12. You are both probably missing the ToolbarController, which is separate from the Toolbar
  13. 1. Correct. Not worth it to me right now to spend the time. 2. Again, not a big deal, IMHO. Of course, if someone were to submit a PR, I'd be happy to look at it and accept it. I'm busy with some other stuff, these aren't game-breaking bugs
  14. New release, 1.8.1: Added option to allow throttle to be overridden by joystick or not Fixed loading of settings upon entering the flight scene Fixed saving of: m_MaxMoveSpeedAlways m_UseOnPreInsteadOfOnFlyByWire
  15. I can also confirm it is not properly loading saved configs, I'm working on this right now
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