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KSP2 Release Notes
Everything posted by linuxgurugamer
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No problem. Was that included? I would allow any vessel to be marked as a geocache site. In KSP, everything is a vessel Final Frontier. good idea See my previous post , I think there are too many problems with this
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So I wasn’t thinking about people modifying a geocache and reuploading it. That raises a lot of other questions. How do you deal with the fact of multiple people searching for, and finding, the same cache? What sort of changes would you want to allow people to make? Continuing this, I think it would be best to have the mod tell the website the id of the player (website login) when found. And, to tell the player who else has found that particular geocache .
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Its interesting, I’ll see if I can revive it. I assume you would be willing to test and qa it? and you said you had some parts for it? I’d prefer to have the geocache cfg file list the items, and parts in each item. Just having a custom part is nice, but imagine if you are looking for the Lost Mines of King Soloman, or the location of the final resting place of Jeremiah Kerman, etc. Would be nice to actually find something there.
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A number of things need to be done for this: create a method to label a vessel as a geocache vessel Decide what needs to be stored as part of the geocache information Mods needed description requirements write method to export all geocache vessels from a game into a geocache cfg file write method to import a geocache cfg file write method to delete existing geocache vessels, both all of thhem, and those which came from a specific geocache cfg file create ui to handle all of these tasks And then there is the website issue. create user login upload geocache file download geocache file list all goecache files search geocache files While not necessary, it would be nice to be able to have the mod upload and download directly from the website, similar to the way KerbalX does it. I’m sure there are other questions and issues, would appreciate a discussion about this
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[1.12.x] Experiment Tracker Retracked
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Kerbalism replaces a lot of what the game does with it’s own stuff. Because of that, I don’t do any support for Kerbalism, sorry. -
[1.12.x] Throttle Limit Extended
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 2.0.6: Added tooltips to settings window Added 3 more buttons for the Thrust Limit, now can do set thrust immediately to one of four presets Added 4 sliders to settings window to configure the presets Now using the predefined buttons applies the limit immediately. -
New release, 0.0.1.12: Added option to use percentage of atmosphere depth to determine disableAtAltitudeKm and ignoreAoAAboveAltitudeKm Added reset to settings, based on whether the percentage is used or not
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New release, 0.1.6: Cleaned up settings page a bit Removed setting for blizzyToolbar Moved control of button into ToolbarController Added dependency check Fixed bug where when fund changed it would stop recording. Fixed bug where purchasing a tech node would log part purchase even if HighLogic.CurrentGame.Parameters.Difficulty.BypassEntryPurchaseAfterResearch was false Changed default settings to be a subset of all the options Added button to set to default Added following events: OnReachSpace onVesselSituationChanged OnReturnFromOrbit OnReturnFromSurface onVesselDestroy onPartDeCoupleComplete OnProgressComplete OnKSCFacilityUpgrading OnKSCStructureCollapsing OnTechnologyResearched It was several months ago Fixed in the latest release
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[1.9.x] RCS Build Aid Continued - New Dependencies
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Turns out that this depends on too much of the editor code, so it's more than a bit too much to do, the entire mod would have to be rewritten for flight. So this is not going to happen. -
My thoughts are to be able to use the VesselModule to be able to specify anything as a Geocache part. @HebaruSan @Benjamin Kerman @Dingbat1967 If you all want to discuss this, I'm open to it. Only issue is that everyone will need to be running the same version of Visual Studio. I have a Jenkins server which can be used to do common builds, etc.
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[1.9.x] RCS Build Aid Continued - New Dependencies
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 0.9.7.2: Fixed mass calculations for KIS containers -
[1.9.x] RCS Build Aid Continued - New Dependencies
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I think I know what's going on. KIS gets the mass of a part from : part.partInfo.partPrefab.mass which doesn't include KIS containers Looks like a simple fix, but I need to test it -
[1.9.x] RCS Build Aid Continued - New Dependencies
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Just did a test. Not sure why yet, but RCS Build Aid doesn't see any mass inside the KIS container, even if I place another part, or even when I remove a full container and re-emplace it. -
[1.9.x] RCS Build Aid Continued - New Dependencies
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Hmmm. I'll have to look at this, I haven't been that deep into this code. If this is true, then I'll have to figure a way to monitor all KIS containers. Shouldn't be too difficult. Any chance to get KIS to trigger an event when stuff is added/removed from a container? That would be the better way to go for several reasons, not the least of which is that I would consider this to be a bug in KIS. -
I am very annoyed. I'm not going to be able to stop thinking about this over the weekend
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@Dingbat1967 If you aren't going to do this, let me know. I don't want to steal your idea, so I will wait until I hear from you or see a reply here
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Without knowing anything else, I can't really comment. But, CKAN has grown and evolved, even as KSP has. And most mod authors have gotten better about their netkans. That being said, it really is a matter of "Garbage in, Garbage out". If you try to use CKAN on an existing setup, you are asking for problems. Also, if you install some mods by hand and some by CKAN, you have to be careful not to touch the mods installed via CKAN. CKAN used to have problems, but they have mostly been ironed out. Probably because the mod is listed as compatible up to 1.4.3. In this case, it's very easy to tell CKAN how to install mods which are compatible with 1.4 in any 1.4 game: Click the CKAN Settings menu, then click Compatible Versions Click the checkbox next to 1.4 and then click Save
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Would you plan on placing these directly on the map, or flying a plane or rockets to the location and planting the flag and then having that flag become a Geo cache? This is actually quite interesting. You got me thinking about several different ways of doing it.
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I see that you have code to support both the stock toolbar and the Blizzy toolbar. Have you looked at the Toolbarcontroller? Would allow you to remove most of that code, and concentrate on the mod and not have to worry about the toolbars
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That's not a good idea. It causes problems with CKAN (the checksum of the file changes, the size can change), and if someone isn't watching this thread, they won't know about an update. It would have been better to release a new dot release as 0.2.7.1 In fact, looking at the file, i see that you did not update the .version file, it still says 0.2.6