-
Posts
24,969 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by linuxgurugamer
-
How can I stop modding? @NathanKell are you around today?
-
You have lots of errors in your log file , including these ( a summary of all the missing part modules): Cannot find InternalProp 'AKIDigitalIndicator_ALTITUDE' Cannot find InternalProp 'AKIShortPLate' Cannot find InternalProp 'RasterPropMonitorExampleMFD' Cannot find InternalProp 'opt_iva_joystick' Cannot find a Module of typename 'MASConfig' Cannot find a Module of typename 'MASPersistent' Cannot find a Module of typename 'TacLifeSupport' Cannot find a PartModule of typename 'FSVTOLrotator' Cannot find a PartModule of typename 'FSanimateGeneric' Cannot find a PartModule of typename 'FSanimateThrottle' Cannot find a PartModule of typename 'FSbuoyancy' Cannot find a PartModule of typename 'FSengineMenuCleaner' Cannot find a PartModule of typename 'FSengineSounds' Cannot find a PartModule of typename 'FSfuelSwitch' Cannot find a PartModule of typename 'FSinfoPopup' Cannot find a PartModule of typename 'FSplanePropellerSpinner' Cannot find a PartModule of typename 'FSpropellerAtmosphericNerf' Cannot find a PartModule of typename 'FSswitchEngineThrustTransform' Cannot find a PartModule of typename 'FStextureSwitch2' Cannot find a PartModule of typename 'ModuleB9AnimateEngineMultiMode' Cannot find a PartModule of typename 'ModuleB9AnimateIntake' Cannot find a PartModule of typename 'ModuleB9AnimateThrottle' Cannot find a PartModule of typename 'ModuleB9PartSwitch' Cannot find a PartModule of typename 'RasterPropMonitor' Cannot find a PartModule of typename 'RetractableLiftingSurface' Cannot find an InternalModule of typename 'DPAI_RPM' Cannot find an InternalModule of typename 'EngineIgnitorRPM' Cannot find an InternalModule of typename 'FSinternalPropRotator' Cannot find an InternalModule of typename 'InternalVesselView' Cannot find an InternalModule of typename 'JSISCANsatRPM' I'm also going to make a guess that you didn't bother to run the batch file which needs to be run to fix some missing texture errors, this file is in the SXT folder: Windows_CopyTextures.bat And a number of other errors also indicates that you may have installed some or all of the mods by hand and not using CKAN, causing some of these errors
-
[1.12.x] KEI - Kerbin Environmental Institute
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I've reviewed the log file again, nothing jumps out. However, I wonder what would happen if you started a new game in that save. Could you try that? -
Not much more I can do. Your log file requires me to ask for access since you are using Google Drive, and this is all I have from that old site.
-
Well, try one of the later rc versions. It would make sense that the newer files would have newer parts. The newest of the files is: Modified_IVA-5.0.rc1b.zip
-
KSP2 shouldn’t need Sandbox (or maybe it should?)
linuxgurugamer replied to Pthigrivi's topic in Prelaunch KSP2 Discussion
Who the heck is "Jane Mcgonigal"? Your own post has a better definition: Ummmm, what's sloppy about that? From https://www.merriam-webster.com/, one of the many definitions is: I could go on, I found quite a number of other places which includes something like this as part of the definition. You seem to want to pick your own definition and ignore everything else, even though you include several in your own post. The term "game" has many definitions. Why do you consider that an activity one does for him/her self for enjoyment is not a game? -
No idea, and without a log file, I can't begin to comment. You also didn't say which file you used, there were at least 5 or 6 Here is a link to the original thread:
-
Here are all the files from the old site: https://www.dropbox.com/sh/r8iexctjgkahm3m/AAD0faC0r_jA_qd4wb96D-Cza?dl=0 There are a number of files, I'm not going to do anything with this for a while, if ever. Pick the latest, and try it
-
KSP2 shouldn’t need Sandbox (or maybe it should?)
linuxgurugamer replied to Pthigrivi's topic in Prelaunch KSP2 Discussion
My 2 cents. Sandbox can be easily defined as a fully finished/maxed out career save. So a "sandbox" mode could be as simple as creating a new game with all options/goals/experience etc. maxed out. Being able to place buildings, colonies, vessels on other planets could be doable with something like Hyperedit, although a built-in tool to do that would be better. I use Sandbox mode when working on mods, and doing challenges. Hyperedit is also a very useful tool for me -
Request/question biggger ion engine
linuxgurugamer replied to theJesuit's topic in KSP1 Mods Discussions
LOL Ion engines are already hugely overpowered compared to RL. And yes, I do realize they need to be in the game -
Ah, that's from the old *** malicious site we no longer use *** archive, I'll look for it. Will be a day or so, I'm not at home right now Edit: I do have it, was able to look at my system remotely. Be a bit patient, I'll get it online over the weekend. Keep in mind that these are from 2015, so they may not work since some internals have changed
-
What's the broken link and post?
-
Would help if you provided a log file. Just saying that something isn't working isn't helpful, it's like going to the doctor and saying that something is hurting without any other info
- 1,473 replies
-
- 2
-
-
- parts
- construction
-
(and 1 more)
Tagged with:
-
[1.2.x] Kerbal Crew Manifest v0.6.4.0 (Dec 30th 2016)
linuxgurugamer replied to sarbian's topic in KSP1 Mod Releases
@sarbian agreed to let me adopt this mod, Adoption thread is here: -
Originally written by @vXSovereignXv, it was adopted by @sarbian for a while. @sarbiangave permission for me to adopt it, his thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/55485-12x-kerbal-crew-manifest-v0640-dec-30th-2016/ This plugin will allow you to add or remove crew from parts while on the launch pad or transfer crew between parts in the same vessel. You can also edit/add custom crew members in your available crew roster provided that they are not part of an active flight (or dead). Pics Crew Manifest Window Crew Roster Window Create A Kerbal Window Instructions: In the flight scene: Click on the Manifest Icon to show the Manifest Window. Crew Manifest: To Add or Remove Crew you must be landed at the Runway or Launchpad. Select the part from the top list (the part will be highlighted in yellow). The bottom list will show the crew of that part and actions that can be performed (Add or Remove). You can also open the Crew Roster window to add specific Kerbals to the selected part. Click the "Add" button next to their name. Crew Transfer: To Transfer Crew, click the Transfer Crew button at the bottom of the Manifest Window. A new window will popup. You can select a part on the left and move crew from that part to the select part on the right (or Vice Versa). The left selected part will be highlighted in green while the right selection will be highlighedt in red. Clicking the "Out" button will send the Kerbal to the other selected Part. Use the "Update Portraits" button to refresh the crew portraits if they did not load correctly during transfer. Crew Roster: To open the Crew Roster, click the button on the Crew Manifest window To Edit a Kerbal, click the edit button next to their name. Kerbal names in Red are assigned to a Vessel and cannot be modified. Name, Courage, Stupidity, and the badass flag can all be modified. Click the "Apply" button to submit changes. Cancel will revert your changes. To Create a Kerbal click the "Create Kerbal" button at the bottom of the window. This will generate a semi-random Kerbal that can be further modified.(Uses the games code. It's not entirely random.) Click the "Apply" button to add the new Kerbal to the Manifest. Availability License: MIT Source code: https://github.com/linuxgurugamer/CrewManifest Download: https://spacedock.info/mod/3097/CrewManifest Available via CKAN Changes Fixed flashing screen when opening crew manifest right after launching New Dependencies ClickThroughBlocker ToolbarController SpaceTuxLibrary Replaced toolbar code with the ToolbarController Added ClickThroughBlocker support Updated the GUI.DragWindow to allow dragging from the entire window, not just the top
-
This great mod was written by forum user @malkuth, back in the day. It's been kept updated, but he hasn't been active, and when I found some issues with it I offered to adopt it, he has graciously agreed. Original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/40183-ksp-110-112-mission-controller-320-final-version-updated-6252021/ Mission Controller 3.3 Build Your Own Contracts In Career Mode Quick Summery Of What Mission Controller Does. 1. You can Build your own contracts in game using the Mission Controller Mission Builder.. All in game. Want to send 6 kerbals to Duna? Well make a contract and than send it to the Finance committee and see a company pick up your mission and pay you! 2. Satellite missions. Mission Controller has its own satellite missions that give you a lot more investment into doing them. Set up your satellites to your customers demands.. Than launch them into space, if you set up your satellite correctly you get paid! The missions themselves include many tpyes, including Setting up a Network of Satellites. 3. Mission controller has its own science parts! Ion Scanner and Spectrometer Scanner. And a Repair panel. 4. Repair Contracts. Sending up all those satellites and than forgetting them? Well mission controller fixes this issue by giving you repair contracts from customers to fix deployed satellites. 5. Repair Station contracts: Those stations also can have issues arise.. Now you can get contracts to EVA on your station to conduct repairs.. Just like real life NASA and International Space Station! 6. Rover Missions + Early Campaign missions to help offset early game. 7. Disable vanilla Contracts for they don't show up, to help clean up your contracts.. Than bring them back later if you want! 8. Revert have you down.. Does it feel like cheating? Well mission controller has its own revert button that cost you money to use.. Don't feel guilty about using revert ever again. Its based off % cost of your total vessel cost! Build Your Own Contracts In Career Mode How To Setup Your Satellites: Satellite Type: Core Type: And Frequencies How To Finish Mission Controller Satellite Contracts Correctly! Availability License: GPL v3 and custom terms Source Code: https://github.com/linuxgurugamer/MissionController2 Download (beta): https://github.com/linuxgurugamer/MissionController2/releases Will be added to CKAN as an update of the old version when the beta is complete Dependencies ClickThroughBlocker ToolbarController SpaceTuxLibrary Changes by LGG Fixed nullref by MissionControllerEc being instantiated at the MainMenu Fixed MissionControllerEC.Instance returning itself Added the SetDifficultyPreset in the settings CuttomParemeterNode(s) Added window to make the planet selection into a new window Fixed Toolbar button not being cleared after clicking the Exit button Fixed ArgumentOutOfRangeException when no bases or stations available and either the ""Launch Crew to a Station" or "Resupply Resources to a Station" was selected Added check to make sure the count of number of Kerbals/Tourists not go less than the minimum Fixed spelling of "skiped" to "skipped" Added instantiation of System.Random rnd into SaveInfo Removed all other local "System.Random rnd" Removed all references to SeedGenerator since it wasn't used anywhere Disabled the _random in the Tools.cs Replaced the one reference to _random with SafeInfo.rnd Fixed spelling of Satellie to Satellite in Log.Info statements Fixed spelling of OnDestroye to OnDestroy in MissionControllerEC Removed old paragraph from README.md regarding 64 bit KSP Disabled the MCEDebugMode in the Settings page, since it wasn't being used anywhere Replaced all "Debug." statements with the equivilent "Log." from SpaceTuxLibrary to reduce noise in the log Modified BodySelection.cs to use the ClickThroughBlocker Replaced code to add and remove the stock toolbar buttons with the ToolbarController Added local build scripts Added pre/post build actions to build the assembly info and to run the deploy script Added InstallChecker Added AssemblyVersion.tt Reorganized release directory Moved data into PluginData Moved toolbar images into PluginData Moved DLL into Plugins Modified code to load files correctly Cleaned up some more log spam Changed GameSwitchChange from double to int, since it is only used in a single switch
-
[1.9.x] Better Science Labs Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
no problem, enjoy the mod -
[1.2.x] Kerbal Crew Manifest v0.6.4.0 (Dec 30th 2016)
linuxgurugamer replied to sarbian's topic in KSP1 Mod Releases
All, I've gotten permission from @sarbian to adopt this mod. I've fixed one bug, and wondering if there are any improvements people would like to have LGG