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KSP2 Release Notes
Everything posted by linuxgurugamer
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[1.7] KVV - Kronal Vessel Viewer = Exploded ship view
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Hmmm, that doesn't make sense, but I'll look into it. Thanks for figuring out the problem -
[1.9.x] Hangar Extender Extended
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Well, IMHO, yes. The effort it takes to convert a mod from using the stock toolbar to using the ToolbarController is usually about 15 minutes work, except in a few strange cases. And, since I'm the one doing the work, it's my decision as to whether it is worth the time or not. Keep in mind that modders do this as a hobby, and, to "scratch an itch"; in other words, a modder will make a mod because the core game is missing something that HE/SHE wants. And in this case, I felt that it was well worth my time to convert all the mods that I support to this new method. It greatly simplifies the coding required in a mod to support one or both toolbars, it gives the player the flexibility to decide how to control the buttons, and, moving forward, makes maintaining a mod much easier. Yes, I both support it and use it, there are a number of mods which only supported it (not using the stock toolbar), and as you can tell from @DStaal's comment, many people continue to use it. -
[1.9.x] Hangar Extender Extended
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
It adds the ability to put the button on the Blizzy toolbar, and makes my life easier, given that I am supporting more than 135 mods. It is one small supporting mod. You are more than welcome to continue using the previous version without complaining, knowing that it won't be supported in the future -
[1.7] KVV - Kronal Vessel Viewer = Exploded ship view
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
First, which docking ports, and, without SXT,can you offset docking ports? -
[1.12.x] Malah's Quick Mods - ZEROMINIAVC in new thread
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New beta: https://www.dropbox.com/s/0vqa5f8pokhlusq/QuickMods-1.3.2.7-Beta.zip?dl=0 This fixes the buttons showing up sporadically, and also fixes the QuickHide dialog, should now be using the mod names as registered with the ToolbarController. There is still a problem with the QuickHide dialog and mods which do NOT use the ToolbarController, I'll get that fixed tomorrow night -
[1.12.x] Toolbar Controller (for modders)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 0.1.6.6 Added IsHovering Added StockPosition Added BlizzyPosition ( placeholder for now) Changed startup for registeration from MainMenu to instantly Added sorted list by mod id Reduced size of ToolbarController window Added two new methods: bool IsStockButtonManaged(ApplicationLauncherButton button, out string nameSpace, out string id, out string toolTip) bool IsBlizzyButtonManaged(IButton blizzyButton, out string nameSpace, out string id, out string toolTip This release REQUIRES the latest version of the Blizzy Toolbar, which was also just released: https://github.com/linuxgurugamer/ksp_toolbar/releases/tag/1.7.17.11 This should fix most of the problems, please let me know of any others that lose their icons. -
[1.12.x] Toolbar Controller (for modders)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I am aware of the problem, and hope to release an update within a day -
[1.12.x] Crew R&R - Crew Rest & Rotation
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
1st, no need to go to another thread, this is relevant. 2nd the, this request seems to be somewhat useless. In general, you aren't having Kerbals do things all the time. So they have plenty of time to rest and sleep. The science generation in the science labs can be assumed to include a kerbal's rest periods. Given that, why add the extra complexity of a sleeping/wake cycle when it isn't doesn't really have anything to the gameplay ? This mod does not work by editing time, it works by making a kerbel and available for a period of time. It watches time, but it doesn't do anything to the time . -
[1.12.x] Malah's Quick Mods - ZEROMINIAVC in new thread
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
That's a side effect of using the ToolbarController. I haven't yet figured out a good way to get the correct data. I need to fix the input lock problem Once I fix the input lock problem for QuickBrake, I'll be doing a release, since all of them are now working as well as, if not better than, the previous version. -
[1.3.0] Launch Numbering 0.4.0
linuxgurugamer replied to Damien_The_Unbeliever's topic in KSP1 Mod Releases
@Damien_The_Unbeliever has given me permission to continue this mod, please move discussions over to this thread: -
@Damien_The_Unbeliever wrote this really neat little mod to number your launches; original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/138725-130-launch-numbering-040/& I've contacted him, and he is currently unable to do anything with the mod. So, I've adopted this mod. The new version for KSP 1.4.1 has new dependencies New Dependencies Click Through Blocker ToolbarController CKAN has been updated to install the dependencies, if needed. Source:https://github.com/linuxgurugamer/KSPLaunchNumbering Download:https://github.com/linuxgurugamer/KSPLaunchNumbering/releases SpaceDock: https://spacedock.info/mod/201/Launch Numbering License: MIT Launch Numbering is a very simple mod - with one job to do. Every time you launch a vehicle, the mod examines the name. If it's seen that name launch before, it appends a number on the end. So, if you launch the same vehicle 4 times, they should all be uniquely named. In game settings, you'll find options on whether we use Arabic or Roman numerals, and whether we show Bloc numbers (wherein we try to identify "variants" of the vessel, in terms of its structure, and show it as a different Bloc).
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[1.6.1] Reentry Particle Effect 1.4 (2019-02-12)
linuxgurugamer replied to pizzaoverhead's topic in KSP1 Mod Releases
Asking a question which has been asked before by others is pestering. He is fully aware of the problems, he visits the forum regularly -
[1.9.x] K2 Command Pod: Two Kerbal stock-alike pod
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
new release, 1.1.8.4: Updated version file Added Jenkins config Renamed Extras directory to K2_Extra -
[1.12.x] Malah's Quick Mods - ZEROMINIAVC in new thread
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
on your regular install, check for extra DLLs, I wonder if you have an old one there somewhere. You can look into the log file for clues -
[1.12.x] Part Commander Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Well, I just tested the latest version in a test 1.4.3 install, and it seemed to to be working fine, so I'll need some more information. Log file, craft file (or save file, if this is only on a craft in space), mod list, and which RCS Thrusters you were trying to use -
[1.12.x] Part Commander Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Only RCS? -
[1.12.x] Malah's Quick Mods - ZEROMINIAVC in new thread
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Updated build, now has QuickSearch in it: https://www.dropbox.com/s/zmiuitacmvbcfyh/QuickMods-1.3.2.6-beta.zip?dl=0 -
[1.12.x] Malah's Quick Mods - ZEROMINIAVC in new thread
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
What resolution are you running, I'm not seeing that in 1.4.3 And, can you try the latest, I don't want to be chasing ghosts