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KSP2 Release Notes
Everything posted by linuxgurugamer
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Yes, it does. Did you install the dependencies?
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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
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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.
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
linuxgurugamer replied to TriggerAu's topic in KSP1 Mod Releases
Why are you pinging me, this isn't my mod. @TriggerAu is the author, and he is still around. -
The "Douglas Adams" Challenge
linuxgurugamer replied to dnbattley's topic in KSP1 Challenges & Mission ideas
MechJeb can plan and execute specific maneuvers, as well as doing launches. GravityTurn does the launch.- 61 replies
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Need a part modeled
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Modelling and Texturing Discussion
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 -
The "Douglas Adams" Challenge
linuxgurugamer replied to dnbattley's topic in KSP1 Challenges & Mission ideas
Autopilot mod allowed?- 61 replies
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I don't understand. What isn't happening? Is it not changing, or is it not hiding the orbits?
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New release, 1.1.3.1 Put missing icons back in place
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[1.12.x] Smart Parts Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Look at the changelog on Spacedock, all previous versions are there -
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
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Need a part modeled
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Modelling and Texturing Discussion
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. -
Need a part modeled
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Modelling and Texturing Discussion
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. -
Not going to happen. Will be getting about 10 more over the next couple of weeks.
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Will YOU be on the first BFR manned moon flyby ?
linuxgurugamer replied to Green Baron's topic in The Lounge
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 -
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.
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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
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New thread is here:
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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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