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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Is that version, the placement was controlled by the mod
  2. There is no icon for it in that version, that was added in 1.6
  3. The only time I have a problem like that is with batch files being called by Visual Studio. Calling them by hand works, but from inside VS, its wierd, so I just leave the first line of my batch files blank
  4. Be prepared to strap on a huge number of balloons. To give you an example, the Hindenburg had a total useful lift capacity of 21,076 POUNDS, which is about 10.5 tons. The Saturn V weighed 6.54 MILLION pounds, which was 3270 tons. So, using simple division, you would need about 310 Hindenburg's to be able to lift the Saturn V Now, the Saturn V was about 111 meters tall, and 10 meters in diameter The Hindenburg was 245 meters long, and about 42.1 meters in diameter. So the Hindenburg was more than 2x as long as the Saturn V, and 4x as wide. I'll leave the rest to your imagination But, to make it a bit more real: Imagine more than 600 Saturn V rockets, all standing next to each other. That's still far less than the total volume of the Hindenburgs that would be needed. Balloons are useful for small things, but not for getting large payloads to space
  5. But boosters are hugely more useful at limiting loads than balloons
  6. Well, once I got past the issue of an administrator can't create a symbolic link, it looks like it might work within my framework. Really stupid of MS to do this. Anyway, for anyone who would like to use the mklink in Win 10, you may need to do the following:
  7. Ummm, really? Balloons really can't lift that much compared to volume. You can't just "strap on a few balloons". You would need a huge amount of balloons to do anything significant with any rocket, let alone a Saturn V.
  8. I'll play with it on some of my other mods, I'm working on one right now which would be a good candidate. Maybe this will be beneficial, will have to see
  9. Not really, I'm not sure how git would deal with that. Keep in mind that this is a set up I evolved while maintaining and adopting over 130 mods. It may not be best, but it works, and is consistent across all my mods I'd suggest that you try the changes on your system, but don't commit them. Test cases, I assume Seriously, I recently adopted this mod and am still trying to get a handle on it
  10. I dont understand, you keep using an "or" instead of an "and", which is wrong.
  11. I've been following the other thread, did you read this post, it tells you exactly what you were experiencing: Keep in mind that Unity (actually, c# in general) uses DLL files slightly differently. They are dynamically loaded, but (and this is big), they are NOT the same type of DLL files as in the system. They are pre-compiled c# code, which gets interpreted by the Mono interpreter. The reason this mod puts a couple of DLL files into the root is because those files are real DLL files, and are loaded by Windows BEFORE the game loads. You can try to put the xinput dll there, but I don't think it will do anything. Have you tried verifying that DirectX is installed correctly?
  12. If anyone in this thread is interested, here is a link to a working copy of KJR for 1.4, and it has the changes merged in for DockRotate to work:
  13. I apparently forgot to commit the changes in my unofficial release on Github, so the source had still been the same as Ferram's. Sorry about that. It's now been updated with the correct source. I also merged in a couple of new lines in the config.xml to support the DockRotate mod This is the Meiru R2 release. Again, it's totally unofficial, but it's been working fine for me https://github.com/linuxgurugamer/Kerbal-Joint-Reinforcement/releases/tag/3.3.3.4
  14. Do you think you could do the same thing for the REKT mod?
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