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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Most cars have an electric fuel pump. Just get some gas, turn on the ignition, wait a few seconds and then start it.
  2. Sorry, you are incorrect . It is a standalone mod, doesnt need to be there at the start of the save.
  3. This doesn't do anything with creating contracts, that's the game's responsibility, and/or ContractConfigurators
  4. Yes, it does. Did you install the dependencies?
  5. Did you do this as an upgrade, or as a new install? I personally don't do the upgrade, I just create a new install and install the mods I want. I use CKAN, so that makes it easier, I can install 250 mods in little more than the time it takes to download them, with just a few clicks. and I've never had the issues you seem to be seeing
  6. Actually, the ToolbarController has a function which will load any texture without the error, and you don't need to use the rest of the code, it's a single method. Obviously it was written for the ToolbarController. I solve this problem by putting my textures in to a folder PluginData/Images, and then using the method in the Toolbarcontroller to load it The advantage is that the texture is not messed up like it can be if the stock game loads it.
  7. Sounds like you have some patches there which aren't working properly. These lines: PartLoader Warning: Variable LF not found in Part have nothing to do with KW.
  8. Why are you pinging me, this isn't my mod. @TriggerAu is the author, and he is still around.
  9. MechJeb can plan and execute specific maneuvers, as well as doing launches. GravityTurn does the launch.
  10. Let's not get too complicated. Have it stick out a bit (maybe .1m), and have the back wall be that deep. It's not going to have any physics on it, and the mass will be very low. I really appreciate this, and you will be credited in the mod for the models. Thanks
  11. I don't understand. What isn't happening? Is it not changing, or is it not hiding the orbits?
  12. New release, 1.1.3.1 Put missing icons back in place
  13. Look at the changelog on Spacedock, all previous versions are there
  14. You should ALWAYS provide a log file. It's fine to put a snippet into the post, but snippets are usually useless by themselves. See my signature for a link to a post which describes in detail where the log files are and how to make them available to the author
  15. Something like this Essentially the door would be flush with the surface, and obviously would intrude into the part, like the way the ladders do. Flat is fine, if you do curved I could use those as well. Size should be smaller than the safe,, probably no more than 1/2 m in the widest. I assume that when an embedded part is open, the surface of the attached part still shows? If so, then it would have to stick out a little so you can show the inside when it opens.
  16. The part looks great thanks. Not being greedy, but it would be nice if another model could be made, something like a wall safe, which would be attachable in the VAB onto the side of a vessel. Again, no Rush. if you can't or don't want to that's fine, all I really wanted originally was one and you've done such a great job I thought you might be able to do another.
  17. Not going to happen. Will be getting about 10 more over the next couple of weeks.
  18. Where is the boarding ramp? I have wanted to go to space ever since I was a kid, and that's been a long time coming
  19. J@Gaarst Just an FYI:: I am now maintaining Too Many Orbits And do you have the Resonant Orbit Calculator in there, that's I wrote.
  20. Yes. See below That sound good. I'm using this in my main game which I broadcast on Sunday nights. So what I'm thinking is that what you mention about the 1t vessel, etc in the above paragraph would essentially scale in steps, so as you get more science the reaction wheels become somewhat more effective. Just a thought
  21. forum user @knowbuddy write this neat little mod to hide the orbits in the mapview of vessels and planets. He is no longer doing KSP and was happy to have me adopt it. Original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/159930-141-toomanyorbits-v112/ TooManyOrbits Have you launched so many vessels that Kerbin looks like the Flying Spaghetti Monster? Setting up maneuvers is harder than it should be because there are just too many orbit lines? Then this mod is for you. TooManyOrbits lets you hide vessels and celestial body orbits and icons with the press of a single button. New Dependencies  Click Through Blocker ToolbarController  Download from SpaceDock
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