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KSP2 Release Notes
Everything posted by linuxgurugamer
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[1.9.x] Hangar Extender Extended
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
No offense taken, and just keep in mind that I will not support old versions of mods in new versions of the game. And if you use any of my other mods, also keep in mind that I'm adding both the ClickThroughBlocker and the ToolbarController to all my mods as I update them, so, sooner or later, you will most likely end up with them installed :-) -
[1.12.x] Kerbal Launch Failure Revived
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Make them higher, the higher they are, the more chance of a failure -
LinuxGuruGamer Mod Statuses in 1.4.2
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Development
And they've both been updated this evening -
Ok, so I'm a bit puzzled here. That map fix by @AntiSol is a modified version of the original mod. The original mod has an MIT license The MIT license specifically says that the license stays in the code: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. It can be argued that @AntiSol didn't follow the license when he published that little file, and he can't replace the license. So what's the problem with including it in the mod?
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- cameras
- telemachus
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You need to add the license information to your post.
- 39 replies
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- cameras
- telemachus
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Are the Kerbin Ice Caps Solid?
linuxgurugamer replied to Smokey the Bear's topic in KSP1 Gameplay Questions and Tutorials
Admirable, and it's certainly doable, look at EJ and d'asfeld does to see how they can do it. However, the pots in the game aren't really designed for Aquatic use. So using a mod with pars designed specifically for that use case would make sense. -
[1.8.1+] KSP Craft Organizer - VAB/SPH tags + craft searching
linuxgurugamer replied to Ker_nale's topic in KSP1 Mod Releases
@Ker_nale Would you consider adding the functionality of Craft History to this? That mod seems to be dead, at least the author, @SpaceTiger isn't responding to any messages and it hasn't been updated to 1.4.* I really think this would make this a killer version, being able to organize as well as have a craft history would be great -
Two things. first, I’m in the middle of updating all my mods for 1.4.1+, I dont really have time to do new development. Second, this mod is in more of a maintenance mode, I doubt that I would be making any significant improvements. That being said, if someone were to submit a PR with some useful improvements, I’d be glad to incorporate them, with attribution to the person making the changes
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[1.12.x] Vessel Viewer Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Dont install it, it is packaged that way to make it easy to install if you dont already have it installed -
[1.3.1] Docking camera (KURS) (14.feb.18)
linuxgurugamer replied to DennyTX's topic in KSP1 Mod Releases
I've PM'd @DennyTX about this. I had revived the mod after decompiling the mod, since he hadn't updated Github with the latest sources. He came back a couple of months ago, and I returned the mod to him, but he again seems to be neglecting the mod. I may do a simple recompile of it and update Spacedock soon. If he doesn't respond, I may just re-adopt the mod and do it as a full fork, to avoid any problems of the mod being neglected again. -
web based is nice, but would also be nice to see it as an in-game mod
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[1.4.1+] SelectableDataTransmitter
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I wrote this mod specifically for the OctoSat satellites. I'm not totally happy with it, there seems to be some lingering issues -
Help me prioritize 76+ mod updates - Updated
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mods Discussions
VOID has to wait until KER is updated, since it uses some code from KER -
At the current time, the fuel is only EC. Changing from EC to something else would actually be changing the basic mechanic, and would require somewhat significant changes. A better possibility would be to simply add an additional power source, so that it would need both EC and Exotic Matter, but this isn't going to happen for a while, at least not until I finish all the updates. Open an issue on Github,and I'll look into it later
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Thank you, I'm fixing it now