-
Posts
24,965 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by linuxgurugamer
-
How can it remove files it doesn't know about? CKAN removes files it installs; if the mod creates it's own files, then CKAN doesn't know about those. Consider this: Sometimes people will remove a mod for a bit, and then reinstall it, and expect their configs to still be there. If CKAN deleted files willy-nilly, then those people will get upset. Nothing is perfect. I can say that I maintain my all my installs with CKAN, currently my main game has 246 mods installed by CKAN, one mod installed by hand, and a folder of my local patches. I have never had a problem with CKAN corrupting a game or an install. EVER!!!!
-
DARPA selects Boeing to work on XS-1
linuxgurugamer replied to StrandedonEarth's topic in Science & Spaceflight
What are you talking about? By definition, an X plane is experimental, for research only. And many have been quite successful -
Time for KSP 2.0
linuxgurugamer replied to Dicapitano's topic in KSP1 Suggestions & Development Discussion
Snacks is simple -
output_log gets overwritten each time the game starts. That will be helpful. I see. You did an undock, and then Bob's got unhappy. Ok, that should be enough to go on. My guess is that when you undock, the new vessel's mission time is set to 0, so Bob's thinks it should be activated. Thanks
-
What is the difference between KW Rocketry
linuxgurugamer replied to max17's topic in KSP1 Mods Discussions
Assuming you are running 1.4.3 (or any 1.4), you should get the KW Rocketry Rebalanced. It is the latest update, and fixed a number of balance issues regarding tank masses and volumes -
Time for KSP 2.0
linuxgurugamer replied to Dicapitano's topic in KSP1 Suggestions & Development Discussion
First time I've heard USI-LS called "simple" -
New release, 0.0.1.4 Cleaned up the on-screen messages a bit Added button flashing when abort is active on active vessel Click the button to acknowledge the abort, button will stay red Click a second time to cancel the post-abort sequence, button will go back to normal Changed disableAtAltitude to disableAtAltitudeKm Added new disableAtAltitude, always set to 1000 * disableAtAltitudeKm, to avoid doing multiplication during flight Added check for changed data, if no data changed in window, Apply button is now disabled Added button to window in flight to Acknowledge and Disable abort, for when an abort happens Abort sequence now disables if no control source While I appreciate the log, it's the wrong one. I need the output_log.txt, see this post on where it is: Read this BEFORE asking for support: http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/ No offense, but you have way too many mods installed for me to even attempt to recreate your build. You have 6 quicksaves, I wouldn't even know which one to look at. So, a few questions: 1. Was Bob's added before the flight began, or was the mod added after the flight was in progress? 2. Do you have Hyperedit installed? 3. Did you use the cheat menu to get the vessel in orbit? 4. What was the vessel's name, and was it a unique name? If you can identify which quicksave it was and the vessel name, I might be able to look at the file and see the status of Bob's before you loaded it
-
Ever hear of "The Core"?
-
Time for KSP 2.0
linuxgurugamer replied to Dicapitano's topic in KSP1 Suggestions & Development Discussion
Define finished. Some people will say it's never finished others will say it's been finished already. It all depends on your point of view. -
Are you aware that the ToolbarController can control where the buttons appear, for those mods which use it? Click the yellow wrench to configure. Don't forget, if you specify the Blizzy toolbar for one or more mods, you will need to tell the Blizzy toolbar which ones it should display; the Blizzy toolbar is capable of showing multiple toolbars, read the docs for that
-
Considering that he actually quoted the post, probably he didn't understand. @Will Bales You would need to edit the source code and replace all the Localization calls with the actual text, then recompile it against 1.2.2. The DLLs won't work in 1.2.2 because they are calling methods and classes which don't exist in 1.2.2 Short answer, no, there is no easy way to backport it to 1.2.2
-
[1.8.x] Impact! - impact science and contracts -v1.8.0
linuxgurugamer replied to tomf's topic in KSP1 Mod Releases
@tomf I submitted a PR to fix a KeyNotFound exception, as well as an issue about it not working outside of standard KSP -
I'm thinking along these lines: After an abort, the button will flash (either or both buttons)" Click the button once to acknowledge the abort Click it a second time to disable the abort. If you want to edit it in flight after an abort, use the PAW button The way I play, is to put the real-time buttons into the Blizzy toolbar (Science Alert, Bob's Panic Box), and all other buttons on the stock. Other than flashing the button, I'm not sure what else I can do without being too intrusive into the game. But I'm open to suggestions
-
I see, the AoA and the explosion detector don't have it, so I'll remove it from the others. I suppose I could make the button flash if an abort is triggered, do you think that would be good? It would only refer to the active vessel Now that I'm thinking about it, how about, if the button is flashing, clicking it would terminate the abort sequence? If I do that, it would only terminate the abort sequence on the active vessel Let me know
-
Working as designed. Once an abort is triggered, all other checks stop, and, if there are chutes and its not safe for the chute to deploy, it will wait until it is. The abort is an automatic sequence. Can't be stopped once started. Period. It shouldn't matter if you leave the atmosphere or not (actually, exceeding the maxAltitude). If the abort is triggered BEFORE exceeding the altitude, it's active. Period. Please confirm that an abort was triggered BEFORE you started each test, not totally clear from your description Question about the messages: On all the messages, I have BPB as part of the message. Do you think I should remove that?
-
[1.12.x] KEI - Kerbin Environmental Institute
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
In general, except for a few locked mods such as Kopernicus, all mods for any version of 1.4 will work in all version of 1.4. You need to tell CKAN in the Compatible Ksp Versions dialog, that 1.4 is compatible -
New release, 0.0.1.3 Changed messages to reflect where the abort was. If on active vessel, will be in red, otherwise will be in yellow Reformatted messages to fix on single lines
-
Is this stock, or are these custom parts?
-
I tried this but it's still pitch black I'll second this. I've increased ambient lighting to the max, but it doesn't seem to help. Other than this, I love the mod
- 1,022 replies
-
- 1
-
-
- beautify
- visualoverhaul
-
(and 1 more)
Tagged with: