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KSP2 Release Notes
Everything posted by linuxgurugamer
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[1.12.x] Toolbar Controller (for modders)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Is that version, the placement was controlled by the mod -
Congrats
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[1.12.x] Toolbar Controller (for modders)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
There is no icon for it in that version, that was added in 1.6 -
[1.8.x]GN Drive from Mobile Suit Gundam 00
linuxgurugamer replied to flywlyx's topic in KSP1 Mod Releases
License allows someone to adopt it. -
Balloon into orbit
linuxgurugamer replied to Cassel's topic in KSP1 Suggestions & Development Discussion
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 -
Balloon into orbit
linuxgurugamer replied to Cassel's topic in KSP1 Suggestions & Development Discussion
But boosters are hugely more useful at limiting loads than balloons -
Balloon into orbit
linuxgurugamer replied to Cassel's topic in KSP1 Suggestions & Development Discussion
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. -
You could add a simple settings page with it, using the stock settings method
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- rasterpropmonitor
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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
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[1.12.x] AFBW Revived (Joystick & controller mod)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
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? -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
linuxgurugamer replied to ferram4's topic in KSP1 Mod Releases
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- 2,647 replies
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- kerbal joint reinforcement
- kjr
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This _is_ KSP after all, what else did you expect?
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- launch pad
- saturn
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[WIP] mini reentry pod aka escape pod
linuxgurugamer replied to TiktaalikDreaming's topic in KSP1 Mod Development
Oh, great. Thanks -
[WIP] mini reentry pod aka escape pod
linuxgurugamer replied to TiktaalikDreaming's topic in KSP1 Mod Development
Do you think you could do the same thing for the REKT mod?