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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Since I've worked with it in the past, I'm willing to pick up KEI Same name on Spacedock & Github Sorry to see you go. FYI, the only reason I usually change names is because I don't have access to the original distribution network, so the name change is needed to avoid issues. Since you are willing to provide access to Spacedock, I'll be very happy to continue KEI as is.
  2. I dont follow, can you make a small test vessel for me?
  3. With this, hover the mouse and hit “o”, no need for left click What “shaky camera” are you talking about?
  4. @whale_2 Thanks for such a great fix. Are you ready to consider this a solid release yet?
  5. Yes, struts are used, if for nothing else than being able to load older craft. I'll look at those pancake tanks, thanks, and the typo as well. The weight difference isn't that much for small tanks like those, so I'm not going to (now, at least) make any changes to the weights. Maybe later
  6. I have an idea what's causing it, I've opened an issue on Github, will see if I can take a look at this soon. In the mean time, try the mod Camera Focus Changer, see if that helps, just move the mouse to an empty space and hit "o", you can get it here:
  7. I have to get an update out, I've been rather busy. Yes, the science experiments are misplaced in the stock tree.
  8. Hi, glad to see you are around. Let me know when you are back, and i'll gladly return control of this to you.
  9. Could you add compatibility with IFI Life Support?
  10. For anyone interested in this, I suggest you watch my stream this evening on Twitch
  11. I am not at my computer, but I believe that you need to add ../ Somewhere at the beginning of the key, it looks like you are defining it in the main body, but are referencing it inside a RESOURCE node Edit: Just got to my computer, I was correct, I just looked at a cfg which is doing something similar to what you are trying to do. So, I suspect that the waterFactor and oxygenFactor are also both not working, please confirm. Assuming that is so, then the following syntax should work for you. I also saw that you had an extra definition of amountSupplies in the second PART module which wasn't being used, so I deleted it from there @PART[LS_Tank_*|LifeSupportMiniPack]:NEEDS[TACLifeSupport] { foodFactor = 0.000016927083333 waterFactor = 0.000011188078704 oxygenFactor = 0.001713537562385 %amountSupplies = #$/RESOURCE[Supplies]/maxAmount$ RESOURCE { name = Food amount = #$../amountSupplies$ @amount *= #$../foodFactor$ maxAmount = #$../amountSupplies$ @maxAmount *= #$../foodFactor$ } RESOURCE { name = Water amount = #$../amountSupplies$ @amount *= #$../waterFactor$ maxAmount = #$../amountSupplies$ @maxAmount *= #$../waterFactor$ } RESOURCE { name = Oxygen amount = #$../amountSupplies$ @amount *= #$../oxygenFactor$ maxAmount = #$../amountSupplies$ @maxAmount *= #$../oxygenFactor$ } !RESOURCE[Supplies] {} !amountSupplies = delete !foodFactor = delete !waterFactor = delete !oxygenFactor = delete } @PART[MulchMiniPack]:NEEDS[TACLifeSupport] { wasteFactor = 0.000001539351852 wasteWaterFactor = 0.000014247685185 carbonDioxideFactor = 0.00148012889876 RESOURCE { name = Waste amount = #$../amountMulch$ @amount *= #$../wasteFactor$ maxAmount = #$../amountMulch$ @maxAmount *= #$../wasteFactor$ } RESOURCE { name = WasteWater amount = #$../amountMulch$ @amount *= #$../wasteWaterFactor$ maxAmount = #$../amountMulch$ @maxAmount *= #$../wasteWaterFactor$ } RESOURCE { name = CarbonDioxide amount = #$../amountMulch$ @amount *= #$../carbonDioxideFactor$ maxAmount = #$../amountMulch$ @maxAmount *= #$../carbonDioxideFactor$ } !RESOURCE[Mulch] {} !amountMulch = delete !wasteFactor = delete !wasteWaterFactor = delete !carbonDioxideFactor = delete }
  12. How much mem does it use when it loafs? Also, resource monitor doesnt show everything
  13. Then the others are disabled for a reason, I'd have to look into it
  14. Yes, you need to install PatchManager, and activate them through that mod
  15. No, I just did a recompile for now. I'll add this to the known issues list
  16. For me it's pressing the "o" key, I find it indispensable
  17. Those exceptions are from AVC, not this toolbar. At first glance, I don't see anything, but the output_log.txt is incomplete.
  18. Ummm, I'm pretty far along with this, coding, etc, including the critter crawler.
  19. I'm adopting this nice mod, written by forum user @zentarul, who hasn't been around since August, the original thread here: https://forum.kerbalspaceprogram.com/index.php?/topic/122491-12-camera-focus-changer-v101/ Camera Focus Changer Ever wished the camera wasn't anchored to your ship's center of mass? With "Camera Focus Changer" (CFC) you can now change the focus of the camera to any part of your ship you desire! Even better, you can have the camera focus on a nearby ship. Very useful when trying to target that docking port that is just so slightly out of sight. To use this plugin, simply press the 'o' key while the mouse is hovering a part to have the camera center on it. Press it again to have the camera instantly snap into position. Press the 'o' key while the mouse isn't hovering any part to have the camera reset to the center of mass. Notes: It is recommended to be within 350m of an other ship to focus on it. It is possible to change the key-binding in GameData/CameraFocusChanger/PluginData/CameraFocusChanger/config.xml Known issues: Focusing on an other vessel while "flying" doesn't work very well. Focusing on an other vessel while steering the current ship will make the camera bump away. When using CFC to focus on a part, all the Hullcam VDS views then end up focusing on it too when I switch to look through the cameras. Todo: Allow for the use of a key modifier (e.g. CTRL or ALT). Video presentation by @maxrsp. Skip to 4:00 for CFC. An other video presentation by @Kottabos. Download: Spacedock: https://spacedock.info/mod/1625/Refocused Camera Focus Changer Source: https://github.com/linuxgurugamer/camerafocuschanger License: MIT Also available through SpaceDock and CKAN!
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