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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. I'm working on this, but keep in mind this is really a disruptive change: The MaterialKits are less than 1/3 the weight of the SpareParts The MaterialKits can flow through the vessel using the pumps, the SpareParts cannot The cost for the Materiakits is less than 1/12 the cost of the SpareParts You may want to ask @RoverDude if there would be a better way to use this than to replace the SpareParts with the MaterialKits. Alternatively, I can create a config which will take MaterialKits and convert them into SpareParts, and add that to the RadialBay, which is where the SpareParts are stored. Not perfect, but would definitely be less disruptive than a total replacement. Plus, it adds the need to actually make the SpareParts out of the MaterialKits
  2. This IS working, but I can see your confusion. I've updated the OP with some more instructions regarding the keys used to control the Kerbal during EVA. Look at the new Settings page I just added for the option to force the IVA before launch. Note that you were always able to do IVA manually, this just forces it. Did you try hitting the "C" key to get into IVA mode? New Release, 2.0.1 Moved some options into setting screen: forceEVA showSightAngle forceIVA disableMapView Moved key options to the ThroughTheEyes/PluginData directory Added option to force IVA before launch
  3. Well, I've gotten the first fixed (starting the launch in IVA), was actually written that way, so it wasn't a bug. I've added an option to force IVA before launch. The second, having the thrusters work, is harder, it looks like the internal code has been changed since this was originally written, may take a while. Do keep in mind that this mod was written several years ago. At the time it was working, obviously things have changed. Regarding the floating eyes, I don't see the issue. A log file and pics are now required. Your comment is somewhat disparaging, please consider your words before posting in the future.
  4. Not happening for me Very strange that no one has reported this until now. I've confirmed it, no idea what's going on, will take a look Working, you just need to use the right commands Also confirmed.
  5. Huh? What link? I put a link to the forum thread for it, the Toolbar Controller is not on spacedock yet, only github Edit: Oh, you mean the link to it on Spacedock. Just fixed it Thanks.
  6. If you get this working, and don’t want to do a full release, contact me, I can fold it into Recycled Industries. But I dont have time to work on this myself
  7. I looked at this, but it’s dealing with things I don’t know Bout. Best to find somebody else for this.
  8. Not as far as I know. Ignitors usually use some sort of hypergolic fluid for liquic engines, I’m not sure what is used for solids. But solids are ignored n this mod since it is assumed that the ignitor is built into it. Thanks. No rush
  9. Ok, I understand, but I cant change it without breaking everyone elses saves. What I can do is this: I’ll put the used resource into a config file, so that you can change it for yourself.
  10. Here you go: https://spacedock.info/mod/244/Hangar Grid
  11. Nope, no interest. I suggest you take a look at the KSPWheel mod, and use that for the wheels if possible
  12. New release, 0.1.4.5 (was a stealth release) Fixed typo in the UseBlizzy method which was causing the blizzy toolbar to be always selected if it was called before the initial button creation New release, 0.1.4.6: Added code to not try to use tooltips if not in a scene which supports it
  13. New release, 2.0.0.1: Fixed nullref which occurred before getting to the SpaceCenter Added logging class Added new setting: UseKSPSkin, in the settings page Deleted some commented-out code There is also an update for the ToolbarController which you should install also
  14. Ok, thanks. No rush, just hadn't heard from you for a long time
  15. Please ping me when you post reports, otherwise I might miss them. And next time, please try to have a smaller log file, 136 meg is a bit much to wade through. Thanks for posting it though I already have the first one fixed, and am working on the second.
  16. I just got the code, loaded the game and tried it. I can say that in no way is it a copy of KSP. From the way things get built (somewhat awkward right now) to the way the planes fly, it's totally different. Also, I took a look at it from a modding point of view, it is so different from KSP that there is no way mods can be ported from one to the other. I didn't have time to take any pictures, after I've had some more time with it, I'll get some. But, it's a great start to a sim which is not at all like KSP. The parts are based on real life, the config files are an incomprehensible mess of data, to the point that while I can see certain things, they aren't as clear as KSP config files.
  17. @DennyTX I'm always uncomfortable running mods which haven't been recompiled for the version of KSP I'm running. That being said, could you rebuild this for 1.3.1 please?
  18. @sarbian I am uncomfortable running mods for old versions which haven't been updated, I always have a feeling that something may be off. That being said, could you get this updated for 1.3.1 please?
  19. @Derrey Any chance to get this updated for 1.3.1? If not, would you mind if I adopt it moving forward?
  20. That has nothing to do with CKAN, people can install many mods without CKAN and without knowing or understanding what they do. Stop bashing CKAN for a non-existent problem. I know there are some issues with CKAN, but this isn't one of them. Just as an example, I recently took a 1.3 game with about a hundred mods and was able to update it to 1.3.1 in about 10 minutes, using CKAN. My big install, which has more than 230 mods installed, are all installed by CKAN, except for one or two which I compiled locally since they weren't available for 1.3.1
  21. @Tokamak I need a couple of parts for the Engine Ignitor mod, if you can. Use your imagination, these parts are meant to be attachable external ignitors, which will most likely drop off after ignition.
  22. New release, 2.3.2.1 Moved Localization folder into AGExt (was being missed by Jenkins)
  23. Will be fixed this evening. The Localization folder was not included, sorry
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