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KSP2 Release Notes
Everything posted by linuxgurugamer
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The NX-01 USS Kerbal
linuxgurugamer replied to OrbiterAirFields's topic in KSP1 The Spacecraft Exchange
If you don't like it, you don't have to be the most prolific poster in this thread. If fact you could just ignore this thread entirely, and then you won't be frustrated by the lack of progress. -
[1.3.0] Malah's Quick mods [2017.05.31]
linuxgurugamer replied to Malah's topic in KSP1 Mod Releases
Fixed in my release -
[1.7] KVV - Kronal Vessel Viewer = Exploded ship view
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
If you are running 1.4 that's the wrong file. Look at my signature for a link to a post on how to get the right file -
[1.7] KVV - Kronal Vessel Viewer = Exploded ship view
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Are you sure that's the right log file, there is no mention in it at all of the KronalVesselViewer -
[1.7] KVV - Kronal Vessel Viewer = Exploded ship view
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Log file, please. It seems to be working for other people -
[1.3.1] Persistent Dynamic Pod Names release
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Since stock now has this functionality, I haven't updated it for 1.4, and don't intend to, at least with it's current functionality. However, I am thinking of possibly reworking this to do the following: Continue to name the vessel according to the selected template See if I can work with the stock method of naming multiple stages. Hopefully that would simplify the code here Any interest? -
[1.12.x] Launch Numbering Templated
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Project Manager is good, but uses a totally different method of grouping ships. This one looks at the ship parts, Project Manager uses the ship name you WANT hex numbering? Regarding the discussion which was in the previous thread, I'm thinking along these lines: In the template, specify the number of stages the template should apply to. So, for example, it can use the first three stages of a 4 or 5 stage rocket to use for the rocket's signature, and anything beyond that would not be used. This is somewhat problematic, since this mod is currently designed to use a single template. But,... Have a number of usable templates. Somehow decide a method to automatically select a template based on certain criteria. For example, a manned template if there is crew capacity on board, an unmanned template if not Small parts would not be counted. Small would be defined by weight, not size. I don't want to put too much work into this mod, there is Project Manager which works nicely, as well as I'm thinking of taking PDPN and reworking it to only provide a single ship name. It has a much more extensive templating system -
[1.3.0] Malah's Quick mods [2017.05.31]
linuxgurugamer replied to Malah's topic in KSP1 Mod Releases
I've finalized the adoption and released all the mods, new release thread is here: -
Nobody does, I think, but unfortunately, that's the world we live in. Besides, the fact that the standard EULA says something, doesn't mean what you think it does. They have to be broad and specific to cover themselves against lawsuits, but it doesn't mean they will be doing everything they list
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[1.12.x] Malah's Quick Mods - ZEROMINIAVC in new thread
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I'll review this later, but for now, I've released it since functionally it's as good or better than the version for 1.3.1 Some of what you mentioned is fixed in the release, I'll have to review it all during the week. Feel free to retest on the release version. I'd like to concentrate on one or two at a time, rather than the whole shebang -
Then I guess you won't be playing that many video games, since it's a standard EULA version similar to most other game EULAs. Have you read any of the other EULAs of the other games you play? Check to see if you getting any exceptions in the log. If you are running mods which have not been rebuilt for the new version, then you are asking for trouble.
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[1.12.x] Diazo's Landing Height
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
So, you are going to continue them, or was this as one time build? It makes a difference, an unofficial build is not available via CKAN. -
[1.12.x] Diazo's Landing Height
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Well, if you want to do them, that's fine by me. But one of the things I would be doing is adding support for the ClickThroughBlocker (for both), and the ToolbarController(for the RCSLandAid). Let me know -
[1.12.x] Diazo's Landing Height
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I'll look at them -
[1.12.x] Diazo's Landing Height
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Very strange. I looked at the log, and did see some exceptions from the ClickThroughBlocker, but nothing from the Landing height Display. Can you be more specific, such as a series of specific steps I could do to replicat this? Thanks -
[1.12.x] Click Through Blocker - NEW DEPENDENCY
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 0.1.6.3: Added an additional check to the CBTMonitor for null refs Reversed order of loops in CBTMonitor for efficiency -
Unlimeted offset tool
linuxgurugamer replied to Dragonwarp's topic in KSP1 Gameplay Questions and Tutorials
Editor Extensions includes that. -
[1.12.x] Toolbar Controller (for modders)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Yes Blizzy is still optional -
[1.7] KVV - Kronal Vessel Viewer = Exploded ship view
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
No, I had changed the directory name, and had forgotten to update CKAN with the updated directory. It should be ok now -
[1.9.x] K2 Command Pod: Two Kerbal stock-alike pod
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Glad you like it. There is an Extras folder included, which patches the K2 from a 1.25m to a 1.875m diameter I do recommend the DLC, but can understand your desire to wait. And yes, some people feel very entitled, it's just something that mod authors like myself have to deal with. -
[1.7] KVV - Kronal Vessel Viewer = Exploded ship view
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I found and am fixing the problem in CKAN, should be ok in an hour or so