-
Posts
24,950 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by linuxgurugamer
-
It's not going to work without some coding done. The code is directly referencing the KSP module: ModuleDeployableSolarPanel, i would have to add some code to work with the SSTUSolarPanelDeployable
-
Check the log file, it will show you where the dll is running from. Ideally, you should see something like this: GameData\BahaSP\Plugins\BDAnimationModules.dll The full line from my log is: AssemblyLoader: Loading assembly at R:\KSP_1.3.1_dev\GameData\BahaSP\Plugins\BDAnimationModules.dll I suspect you probably have another one somewhere you don't expect it to be.
-
[1.12.x] Interstellar Flight Inc. Life Support
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Is it only the aquatic one not working? That does help narrow it down -
[1.12.x] Kerbal CCTV with WiFi camera
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
LOL, are you going through my entire portfolio? I keep seeing your comments on more and more of my threads :-) Not complaining, just curious -
My guess is that there is an extra .version file somewhere. also, you probably updated ModuleManager at the same time. The error is a result of that, contact the IFS people about it
-
I just downloaded the latest BDAnimnation, I am NOT getting all those buttons in the editor. I can't do anything right now about all the Gimbal messages in the window showing the engine info (from the parts list). And I did see the thrust particle effect animation issue (strange). Please post a log file so I can look at it.
-
Which wiki? If it works for you, please let us know. But the wiki specifically says "for reasons no one has understood yet"
-
[1.12.x] Kerbal NRAP - Procedural test weights!
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
The new release is for you -
[1.12.x] Interstellar Flight Inc. Life Support
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
According to your file, you did run the BSS-G around The Mun in high space. Is that where you are trying to use the greenhouse? Also, I was going to try to create a test install, but you have a lot of mods installed. Were they installed with CKAN? If so, can you please use CKAN to export the installed mods and send me that file? If not and if you have a good internet connection, please zip up everything in GameData except the Squad folder and get that to me. Send me that link in a PM please, not in the forum. -
[1.12.x] Kerbal NRAP - Procedural test weights!
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 1.5.8 Inline part added Added more default standard sizes Added toggle in settings window to reset standard sizes -
TWR, Dv, ISP? Baffled
linuxgurugamer replied to Red Shirt's topic in KSP1 Gameplay Questions and Tutorials
Try using Gravity Turn, it yhe most efficient autopilot -
[Released][1.3.1] Antenna Helper [v0.90] (27 Feb 2018)
linuxgurugamer replied to Li0n's topic in KSP1 Mod Development
@Li0n Would you consider this mature enough for CKAN? -
[1.12.x] Throttle Limit Extended
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
@Psycho_zs I wonder how they are going to implement it. Frankly, I don't have a problem with it using the entire throttle range for a limited thrust range. The only issue I see is that how do you turn off the engine. Right now, throttling down an engine will eventually turn it off. Using the entire throttle range prevents the engine from being accidently turned off. I know they can code it, but not sure if it's worth it. -
[1.12.x] Kerbal NRAP - Procedural test weights!
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
@Mecripp I just found and added the source Blender files for the NRAP model. It's now on Github, in the directory called Source Would be great if you could take it (there are three models) and make a flat-topped version for inline testing. If you can, send it to me (with the models, please) and I'll update the mod to include it -
[1.12.x] Kerbal NRAP - Procedural test weights!
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Quick suggestion is to put it inside an inline fairing, make it small but heavy. The code has (had) stuff for a node at the top, but the model currently only has a bottom node. -
[1.12.x] Throttle Limit Extended
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I don't understand what you are saying in that bug report, because ModuleEnginesFX derives from ModuleEngines, and minThrust is defined in ModuleEngines, there is no reference to minThrust in ModuleEnginesFX. This mod has no problem changing the minThrust for any engine, be it a ModuleEngines or ModuleEnginesFX Oh, I misunderstood You are correct, except that in your bug report you only mention ModuleEnginesFX, while I'm pretty sure it happens with ModuleEngines as well -
I see we are now descending into a rabbit hole (for those who don't know the reference, it's from Alice in Wonderland) Anyway, I didn't mean to get a huge thing going here, I was just commenting on a single rocketplane, and then it just went downhill from there. Let's please stop this, and get back to the topic, I will refrain from commenting on rocket-powered planes; since a number of you seem to feel it belongs in this topic, it's not up to me to decide what should and should not be here.
-
IMPORTANT A significant bug was found which was preventing 3 stock engines from getting the igniters added. Please update ASAP to fix this: Release 1.3.1.1 Replaced FOR clause with NEEDS clause in the stock file Can you try this again, please? Update the Engine Ignitor mod first, and then try it, please let me know. If it doesn't work, specific engines which it's not working on would help, thanks
-
It is a rocket-powered plane. Of course, just my opinion. Let's see. No failures, every launch went well. Of course the early launches had issues, some of which were never resolved. The computers were not used to design the Saturn V. It was designed using sliderules. And I never said they didn't have computers. IMHO, the fact that a plane is propelled by a rocket ENGINE does not make it a rocket. Rockets are, by definition, wingless, and (usually) launch vertically.