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KSP2 Release Notes
Everything posted by linuxgurugamer
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[1.12.x] TRP-Hire (formerly KSI Hiring)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 0.6.7.1 Veteran Cost Modifier (Orange Suit) Showing Kerbals' Names. Update comment in orbital.cs -
[1.9.x] Hangar Extender Extended
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Im just a bit puzzled, all of my mods (110+) are compiled and working in 1.3.1 -
Probably outdated, someone is actually looking at this right now
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It's actually a very old mod, I'm merely maintaining it. Glad you like it
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The DoubleDouble Redoubled thread that never was
linuxgurugamer replied to Grand Ship Builder's topic in KSP1 Mod Releases
Legal does not necessarily mean right. I gather there is/was some sort of friction/disagreement involved here, and it is a bit murkier since you are listed as one of the original authors. However, it is quite possible that your actions in both creating this thread and posting in the original thread may have been the straw that broke the camels back; i.e. pushed him over the edge into this action. It is a little to late to do anything now, but for the future, keep in mind that there was no urgency in doing this, it could have waited a few weeks. Its also the polite thing to do.- 66 replies
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[1.9.x] Hangar Extender Extended
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Look in this thread: https://forum.kerbalspaceprogram.com/index.php?/topic/59703-10-hangar-extender-v33/& -
Well, the problem is not launching, but reverts. I have it working, it's fairly easy to do. The issue is that if you are in the VAB and you launch from the runway, it will revert to the SPH, and if you are in the SPH and launch to the launchpad, it will revert to the VAB. From what I can tell, this can't be prevented, it's built into the game itself Sorry
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Well, the author must have removed it, because when I look at the last code on Github, that option isn't listed in the features, which means it pre-dates my work. I'll have to go delving into the git history to see if I can find the code, and then, if it still works. Edit: I suspect it was removed when Squad added the "R" key which toggle the symmetry mode from SPH to VAB I'll do a test and see if it still works. Edit2: Looks like it was removed when Squad removed the code it was using. Won't compile
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Realism Overhaul Discussion Thread
linuxgurugamer replied to NathanKell's topic in KSP1 Mods Discussions
@NathanKell Is the Kerbal Renamer mod available anywhere for 1.3.1? If not, are you planning on possibly recompiling it for 1.3.1? -
[1.12.x] Probe Control Room Recontrolled
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
probably is, but I'll look at it in the next day or so -
[1.12.x] Probe Control Room Recontrolled
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Ok, thanks for testing. I'll set up a clean install to test this. Did you install by hand or via CKAN? -
[1.9.x] Hangar Extender Extended
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Probably not, and frankly, not worth spending the time on it -
[1.12.x] Probe Control Room Recontrolled
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
One more, can you try the old MM, 2.8.1? I don't think it will do it, but would like confirmation -
[1.12.x] Probe Control Room Recontrolled
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Did you update ModuleManager at the same time? Looks like you are loading an existing save, I'm seeing a partModule indexing mismatch in one of the files If you don't have the toolbar loaded, delete the file: ProbeControlroomToolbar.dll, if it's there Oh, and a complete list of mods. Would also help if you just installed PCR in stock and see if it works, if it does, then add the mods back a few at a time -
This is (or has been) integrated into Trajectories. This is different than Trajectories. Trajectories attempts to calculate landing from orbit, but that is very difficult. For example, the same craft can have a huge difference in landing site depending on the angle of the craft as it enters the atmosphere (and I'm referring to non-winged vehicles). So you use it as an estimate, but you still need to pilot it down. This mod doesn't take anything into account other than (I believe) gravity. So it will be accurate only for short distances, the longer you have to fly horizontally(ie: if you were at 20,000m at 500m/s), the less accurate it will be.
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[1.12.x] Part Commander Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Ok, I've created the issue, I'll see if I can look at it this weekend. One question, if you close the window, does the memory used get returned, or is it kept? -
[1.9.x] Hangar Extender Extended
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
They aren't separate objects, it's all one model. The original author would have more information. -
[1.9.x] Hangar Extender Extended
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Known bug, nothing can be done. -
[1.12.x] Part Commander Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Please open an issue on github, if there is one there, add the info thx -
I prefer the PR, if you can. Thanks