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KSP2 Release Notes
Everything posted by linuxgurugamer
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US Eastern, I'll update the profile
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Replace the file: GameData/FTLDriveContinued/Sounds/drive_sound.ogg with whatever you want to use. It's an OGG file, and the name will have to be the same
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I have the calculations working now, will be doing some development on live stream this evening. Would be gaps to see you there
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You will be fine. What program are you going to? I did this a long time ago, but that was a 30 day hike, with ni food the last 4 days
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The file doesn't exist because it is embedded in the DLL. The fact that you are getting that message indicates there is something seriously wrong with your system. TC only tries to load it from disk if it can't find it internally You have the correct version of Science Alert. I just tested downloading both copies, one from Github and one from Spacedock, and they both worked properly for me. Where did you get it from?
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[1.12.x] Throttle Limit Extended
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
The thrust limit section is a new addition. For right now, I'd suggest using only one or the other (ie: Either throttle limits or thrust limits, but not both). The problem isn't the way the mod updates the thrust limits, I'm pretty sure that if you are using the throttle limits and adjust the thrust limiter manually, you will experience the same problem. Can you try that and let me know? Changing the way it works would be both somewhat problematic, and somewhat hard to explain. -
[1.12.x] Throttle Limit Extended
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
No. I'm not aware of any mod which does, I assume you are referring to the time it takes for an engine to spool up? That is most usually needed for jet engines, rockets are usually able to throttle almost instantly. KWRocketry does have configs which does that There is a config for USI included, I don't have one for the Near Futures one,and am not aware of one included with that mod. In that case, there is a standard config which gets applied -
[1.4.x] - KerBalloons v0.4.4 - Real Science?
linuxgurugamer replied to Fengist's topic in KSP1 Mod Releases
Are you going to add support for the Toolbarcontroller? -
[1.2] Automatic Abort System (AAS)
linuxgurugamer replied to JoePatrick1's topic in KSP1 Mod Releases
Actually, I wrote my own which has many more features, you can see it here: -
[1.4.x] - KerBalloons v0.4.4 - Real Science?
linuxgurugamer replied to Fengist's topic in KSP1 Mod Releases
I've been pinging Joe for more than a month about this, and just heard that you are taking it over. Joe let me know, but if you are going to do it, I have no real desire to take over yet another mod, I'm busy with my own. Good luck, and let me know if you need any help -
Agreed! Anyone who wants to do that based on this code has my pity, and also my permission. I'm working on it now, will go nicely with the KerbalGPS mod I'm reviving
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[1.12.x] Toolbar Controller (for modders)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
You have mods in there I've never heard of. I went through the log file, and all indications are that it's working properly. So, there must be another mod which is removing the button from the toolbar. If you wish, zip up the entire GameData directory and send me a link in a PM. I'll see what I can do with this. I know it's big, but I dont' see anything wrong. Otherwise, you need to do one of the following: Create a new install, add in the ToolbarController, Blizzy toolbar, Clickthrough blocker, and test. Assume it works, then start copying over 20-30 mods at a time, and test after each copy. or Copy the whole thing into a test folder Delete half the mods and test. If it works, then add back half of what you deleted and test again. If it still doesn't work, then delete half of what's remaining and test again. Either one of these methods will help you isolate the misbehaving mod. -
[1.12.x] Toolbar Controller (for modders)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Fair enough. I think I'll take more time responding to you in the future. It apparently isn’t a bad enough problem to prevent you from enjoying the game, so no need for me to respond as quickly as possible. -
[1.12.x] Toolbar Controller (for modders)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
@JH4C said it for me, so I won’t repeat it. Remove the AMP please and try again. -
[1.12.x] Malah's Quick Mods - ZEROMINIAVC in new thread
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Not which mod, which version of KSP? -
[1.12.x] Toolbar Controller (for modders)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I dont' think sigs are shown on mobile, but most people use a browser when posting logs, etc. @Apaseall You have the Adjustable Mod Panel installed. That is what is probably hiding the button from your toolbar. Also, while less used, you also have Janitor's Closet installed, which also has the ability to hide toolbar buttons -
[1.12.x] Toolbar Controller (for modders)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
So I'm trying to fully understand the problem here. From what you said here, it's working properly. Let's run through what happens when a mod is first installed (assuming that the ToolbarController is already installed) After installation, you start the game The mod internally registers itself with the ToolbarController. That simply tells the controller about the button, and allows the controller to keep track of the settings for that button. The default is to show the button on the stock toolbar At this point, the button as NOT been added to the blizzy toolbar. Now, you click the yellow wrench button to bring up the ToolbarController window, and you click the checkbox to show the button on the Blizzy toolbar, then hit save. The button is STILL not showing on the Blizzy toolbar. This is normal and expected, it's the way the Blizzy toolbar works, since you can have multiple Blizzy toolbars showing. Now you click the dropdown on the Blizzy toolbar in the scene you are interested in, and select the option to select which mods are to be shown on that toolbar. You click the checkbox for your mod and then save it. It should now be showing on that instance of the Blizzy toolbar Is this NOT happening? Edit: when debug mode is on, there is extra data written to the log, including one line which says "Missing namespace...". This is not an error, don't be alarmed. It's just information for me -
[1.12.x] Toolbar Controller (for modders)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
That's the right one, I'll go over it and get back to you. Just as a curiosity, I put the link (in red) into my sig to give people a chance to see it before replying. Is it not obvious enough? Asking because you aren't the only one who seems to not see it, or at least, not read it. -
[1.12.x] Toolbar Controller (for modders)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
KSPDev is useless to me. Read this, and then send me the output_log.txt which you will find after reading (this is in my sig as well): -
[1.12.x] MemGraph Updated with Stutter Reduction
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 1.1.1.3 Added help and legend window Added 512mb & 1gb to the scale -
Yes, since it is a RealChute preset