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KSP2 Release Notes
Everything posted by linuxgurugamer
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[1.3.0] Launch Numbering 0.4.0
linuxgurugamer replied to Damien_The_Unbeliever's topic in KSP1 Mod Releases
here you go: For all who don't know what this is, this is my UNOFFICIAL rebuild with some changes: Updates to add templates, see the new file Changelog.txt for complete details Moved actual processing of new name into new method: ProcessTemplate Added template processing, default template matches original code Added new settings options: addAlways addToFirstVessel Minimum # of digits for launch number Minimum # of digits for bloc number ActiveOnLaunchpad ActiveOnRunway ActiveOnExternalLaunchpad (used by EPL) https://github.com/linuxgurugamer/KSPLaunchNumbering/releases/tag/u2 And I'm going to PM the author about this again -
[1.3.0] Launch Numbering 0.4.0
linuxgurugamer replied to Damien_The_Unbeliever's topic in KSP1 Mod Releases
Looks like I did. I can rebuild it, but it would be for 1.3.1, would that be ok for you? -
The first post in the toolbar thread was fine, except you didn't ping me, so I wasn't aware of it. Thanks, I'll work on it, may take a day or so
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[1.12.x] Smart Parts Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I spend a lot of time writing and supporting mods for KSP. After a while, it gets tiring to say the same the over and over. I was trying to give you an idea of what you asked. The other post wasnt mine, and IMHO did go too far. But, look at what you asked. Other than saying it wasnt working, there was no other information. KSP version, mod version, other mods installed; nothing. If that had been provided, then it would have improved the response. please accept my apologies. Instructions for finding the log files are in my signature. But, to make it easy, here it is: http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/ -
What about the F-14
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I just checked all of them, they are using standard TechRequired nodes And, I just checked with CTT installed, and they are all in their proper places in the tree. Install QuickSearch, and then search for "bomp" in the R&D center, you will see three nodes turn red, that is where the BOMPs are.: Unmanned Tech - BOMP-Nano, BOMP-Micro Advanced Unmanned Tech - BOMP-Mini Large Probes - BOMP-L, BOMP-XL
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[1.12.x] SpaceTux Industries Recycled Parts
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 0.1.2.3: Removed oxidizer from atomic engines The oxidizer was in the original mod, and when I was updating, I missed removing it -
[1.12.x] SpaceTux Industries Recycled Parts
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Believe it or not, the original mod has it that way :-( I'll get them updated to use the same fuel as the LV-N this evening, if not sooner -
[1.12.x] SpaceTux Industries Recycled Parts
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Ill check it this evening,probably not -
[1.12.x] Filter Extensions, no Localization for now
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Development
And now fully released -
Originally written by @Crzyrndm, he is not active and gave permission for me to continue this. Original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/93955-130-filter-extensions-304-jul-11/ With the stock editor now supporting custom filters in a reasonable way, creating more and better filters is the next logical step. However, the requirement for categories to be managed via code is just a terrible idea. Not to mention that there is no easy way to be compatible with anyone else. Filter Extensions allows the usage of .cfg files to create, edit, or delete all categories and sub-categories. It uses standard config files allowing for patches to be applied and dependencies allowed for using Module Manager. Availability Source: https://github.com/linuxgurugamer/FilterExtension Download: https://spacedock.info/mod/1972/Filter Extensions Available via CKAN License: Icons and configs distributed with FE are under CC-BY-SA 4.0 Plugin is covered by GPLv3. Configs and Icons Configs and icons contributed by users are distributed with the download. Think something is missing and you can fill the gap? Just send the cfg's or icons my way Docs are in the Filter Extensions Wiki Some additional explanation of the cfg structure Using Near Future Propulsion's Argon Gas resource as an example To remove a subcategory that you don't want to show, only specify the category (Filter by /*Insert here*/) and the title shown ingame for the offending subcategory SUBCATEGORY { category = Filter by Resource oldTitle = Argon Gas } To change the icon and title displayed, use the keys title and icon. SUBCATEGORY { category = Filter by Resource title = Wheels oldTitle = Argon Gas icon = R&D_node_icon_fieldscience } Acknowledgements stupid_chris through RealChute which I originally used as a template. Getting started would have been much more difficult without that reference. Nertea for the idea of the icon auto-loader KaiserSoze - Adapting many icons, sharing configs, and reporting bugs Mod icons are mostly adaptions of: Part Catalog icons - originally by BlackNecro Flags, manufacturer icons, and toolbar icons included with a mod. You can find links to the mods for all included icons here To everyone that has contributed icons and/or cfg's to make others life easier - Your generosity is sincerely appreciated Reporting Bugs There are two types of bugs, so depending on what your problem is, there are different steps you may need to follow Exceptions: Red text in the alt+f2 log, functionality breaks down completely, etc. I need the information specified here Functional issues: If the log shows no errors, then I need The config you were trying to use The mod that this applies to A description of the expected behaviour A description of the behaviour experienced
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[1.12.x] Smart Parts Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
This is like taking your car to the mechanic and saying "It doesn't work" and then leaving. In other words, useless. At the very least, a log file is needed. May be helpful to have the craft file and the save file, but let's start with the log file (see my sig for details) -
[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
linuxgurugamer replied to Papa_Joe's topic in KSP1 Mod Releases
New beta release: 1.2.5.5 CLSB9.cfg updated, CDP docking port added and s2 crew parts passable Available here, and soon on CKAN: https://github.com/linuxgurugamer/ConnectedLivingSpace/releases/download/1.2.5.5/ConnectedLivingSpace-1.2.5.5.zip -
[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
linuxgurugamer replied to Papa_Joe's topic in KSP1 Mod Releases
I would suggest that rather than copying the file, simply delete the one in the ShipManifest/Plugins directory Working on it now, and see the above comment about ShipManifest -
Ok, I found a number of others, there will be an update in a few minutes I thought that MM would report errors even if a NEEDED mod wasn't around, apparently I was wrong New release, 0.3.20 Fixed all (hopefully) patches for the updated ModuleManager
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Log file, please. Or, in this case, at least a complete list of mods also, before you do, please delete the entire directory and install it again, i want to be sure there arent any leftover files