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Everything posted by linuxgurugamer
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Ummm, what is it?
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Make electricity make sense
linuxgurugamer replied to John FX's topic in KSP1 Suggestions & Development Discussion
But why bother? End result is no Ec, whether it is because of lo voltage or something else -
[1.12.x] Community Tech Tree (August 13)
linuxgurugamer replied to Nertea's topic in KSP1 Mod Releases
A bit disappointed, but I understand. Can you tell me which LS mods currently support this? Other than USI Thanks -
[1.3.1] Docking Camera KURS Style
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Oh, yuck. I'm not sure I can do anything about that -
[1.3.1] Docking Camera KURS Style
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
If you could post the output_log.txt, it looks like you posted the KSP.log file Also, the craft file -
Make electricity make sense
linuxgurugamer replied to John FX's topic in KSP1 Suggestions & Development Discussion
They actually do a lot more than real-life electric engines. It's inherent in the technology, they don't have a lot of thrust Oh, you mean, hmmmm, Fusebox or AmpYear? Depends on the chemical: Lead-Acid: 1.9v - 2.1v Ni-cad: 1.3v - 1.5v Lithium-Polymer: 3.6v - 4.2v etc -
[1.9.x] NEBULA EVA Handrails Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I have no idea, why don't you try it? Seriously, I think so, but not sure, this is a very old mod which is essentially unsupported by the original author, and all I've done is provide some MM scripts to update it. -
You can look at the settings, but in general, it should be fine as-is
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[1.12.x] Community Tech Tree (August 13)
linuxgurugamer replied to Nertea's topic in KSP1 Mod Releases
I had not thought about the mods which do generic life-support parts. So I won’t do this for their sake, but I still like the idea of interlinking dependencies. what about adding a few new nodes to the current CTT which would be in addition to the current, there is enough space there. -
[1.3.1] Docking Camera KURS Style
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Log file, please -
[1.12.x] Community Tech Tree (August 13)
linuxgurugamer replied to Nertea's topic in KSP1 Mod Releases
I didn't say "not done correctly", or if I did, I didn't mean that. The tech tree I have is here, it is the bottom main branch in the image below. You can see how it ends up with three branches, and a couple of the nodes have requirements of other nodes in the current tree. The CTT doesn't do any cross linking, which is the main issue I have. The different nodes between the two trees are essentially two different ways of looking at the recycling and storage, mine are more intertwined than the CTT -
[1.12.x] Community Tech Tree (August 13)
linuxgurugamer replied to Nertea's topic in KSP1 Mod Releases
Hi, I'm working on the IFI Life Support mod, and am getting close to a beta release. One of the new additions is a new branch of the stock tech tree. One issue I have is with the CTT. I have a config for it, but the CTT LS branch doesn't really match up with what I've designed. I've kind of shoe-horned it into the CTT, but am not really happy about it. I was wondering what people would feel if I just ignored the CTT LS branch nodes and added my branch in as a new branch of the CTT. This would only be in my mod, I'm not talking about adding it to the CTT itself, but I do want to support the CTT. The way i would do it is to have the new branch occupy the same on-screen area as the current LS branch, obviously a requirement would be to be totally incompatible with any other LS mod. Thanks in advance for your comments and suggestions -
Well, IFI_Tech is a flag I use earlier in the patch to store a temporary value, so, since I created it, I know there will only be one. And, after all that, I've been able to totally eliminate it; turned out that I was only using it to store a constant, so I changed the reference to the variable to the constant and it's all good. Thanks to everyone again
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I really shouldn't do serious coding that late at night :-) I didn't need to check for anything; since it's an earlier patch which is adding the value, I can just delete it from all parts. Thank you all for taking a look Thanks for verifying this, I was wondering. I actually pulled the syntax from another mod (TweakableEverything), this tells me that the it (the other mod) isn't working properly, and I'm going to have to take a look at it I was trying to simplify the code a bit, this is what I had originally.
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I'm trying to delete a value if one of three modules exists: @PART[*]:HAS[@MODULE[IFI_Extreme]|@MODULE[IFI_Improved]|@MODULE[IFI_Advanced]]:FINAL { !IFI_Tech = none } It works if the first one is found, but not if either the second or third are there. What is wrong, or, is this not allowed? Thanks in advance
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please define "death"
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Apparently not, from my testing. This seems to be built into the game and there's nothing I can do about it. I'm going to take a wild guess, and assume that anything inside the fairing would collide with the fairing. If that's the case, then that would be why they don't allow it. Essentially, you'll be creating an object inside another object.
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[1.9.x] K2 Command Pod: Two Kerbal stock-alike pod
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
CKAN caches things, so sometimes you do need to restart it -
New release, 1.4.11: Added check for external seat being inside fairing It doesn't do it, but it doesn't go into an endless loop now, it displays an error telling you to revert This is a limitation of the game, nothing I can do about it. The part is considered to be inside a fairing, and EVAs aren't allowed there
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[1.9.x] EVA Enhancements Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Sorry, looks like I forgot to upload it to Github Now uploaded