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Everything posted by linuxgurugamer
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Letting Jool reverse a trajectory?
linuxgurugamer replied to Delay's topic in KSP1 Gameplay Questions and Tutorials
For the brute force, you need something on the order of 20,000 dV, and another 20,000 if you want to return -
[1.12.x] Filter Extensions, no Localization for now
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Development
Ummm, well, that's because the version from CKAN is not updated for 1.3.1 I've taken a step back for a little while, I was getting very frustrated with the localization Any one of the beta's here should work on 1.3.1: https://github.com/linuxgurugamer/FilterExtension/releases -
Is there a Mod that can help me align thrust and mass?
linuxgurugamer replied to Leszek's topic in KSP1 Discussion
Open an issue and github. I'll take a look at it, but the slider made to solve the problem for you. -
I've now added the three levels of life support to the settings page, so that you can select which level you want to play with. They are all upwardly compatible I'm now working on the technology tree. All parts will be in the life support branch, which will start with Biosciences, then split into two branches for the next two levels and finally merge back into a final node.
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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
No, it works fine on 1.3.1 -
[1.12.x] Vessel Viewer Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
no, just use the latest -
Hi, I have some parts (6 in total) which need some minor changes to the colors. It looks like they are in two sets, each set is sharing two TGA files. Currently the color is grey (mostly stockalike, I guess) on both. I'd like to do one or both of the following: For each set, create a new file with a green recycle symbol on it like this one (although a bit greener): and another set with this symbol (or something like it): And as a bonus, another set with both symbols on it, side by side with a slash or vertical bar separating them, And, of course, convert the TGA files to dds to save space, right now they are (combined) about 700K for one set and 3 meg for the second set. Here is a link to the files, you should be able to load them in KSP without any other mods: https://www.dropbox.com/s/wc6elkxo5w1nuib/storageparts.zip?dl=0 Thanks in advance
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
linuxgurugamer replied to FreeThinker's topic in KSP1 Mod Releases
It looks like I can't redo the definitions once it's been loaded, so I'm abandoning this approach and just making a few more tanks to include.- 1,187 replies
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- fuel switching
- mesh switching
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(and 2 more)
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Probably no more than 1.3.1 did, and while it was a pain, it was a simple rebuild of the mods.
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Weekly updates on the forum, answers your first two lines. The game has gotten regular, although slow, updates over the years, and more are planned and have been announced (1.4 anyone?) Mod abandonment is not the game, it is the mod authors who do NOT GET PAID. They are doing it for fun, and sometimes, life changes. That being said, if an author chose a restrictive licence and then leaves, no one can pick it up. If a license is not restrictive, then it can. I refer you to some of the mods that I maintain. Define "stagnation". Whatever you say, this game is not stagnating. There are regular updates, although those updates may not be at the frequency you are used to with other games KSP is NOT other games, it's rather unique, and if they pushed updates out every few weeks, then most mod authors (including myself) would probably just give up because of all the work.
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[1.3.1]TextureReplacerReplaced v0.5.4
linuxgurugamer replied to HaArLiNsH's topic in KSP1 Mod Releases
An FYI, the CKAN names cannot have an underscore: # Failed test 'TRR_Guide: CKAN identifiers must consist only of letters, numbers, and dashes, and must start with a letter or number.' # at t/metadata.t line 27. # 'TRR_Guide' # doesn't match '(?^:^[A-Za-z0-9-]+$)' -
Make electricity make sense
linuxgurugamer replied to John FX's topic in KSP1 Suggestions & Development Discussion
Isn't that pretty much what I was saying? -
[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Two posts above yours Reminder, KW Rocketry was revamped and released, new thread is here: -
when do I execute a maneuver
linuxgurugamer replied to Jack5.exe's topic in KSP1 Gameplay Questions and Tutorials
Physical timewarp doesnt help if the system is already overloaded -
Make electricity make sense
linuxgurugamer replied to John FX's topic in KSP1 Suggestions & Development Discussion
Regarding voltage, it is trivial to convert one source at pne voltage into a different voltage, with some loss is the conversion. The loss is merely part of the usage of the part, so it can be ignored -
totm march 2020 So what song is stuck in your head today?
linuxgurugamer replied to SmileyTRex's topic in The Lounge
Neither. Suffice to day, this is the music that is played when the couple cpmes into the reception, and it not anything most people have heard. Its rather specific tp where I am -
totm march 2020 So what song is stuck in your head today?
linuxgurugamer replied to SmileyTRex's topic in The Lounge
Wedding music, I'm at a wedding right now and the music will stick in my head for a week -
Make electricity make sense
linuxgurugamer replied to John FX's topic in KSP1 Suggestions & Development Discussion
Batteries and capaciters both store energy. You can quibble about the details, but the essence of what I wrote is still valid. The average person doesn't know about voltsge, pressure, etc. So the game has simplified it to what can be inderstood by everbody. And while I do understand what goes on, I don't want to be forced to think about it in a game. -
Make electricity make sense
linuxgurugamer replied to John FX's topic in KSP1 Suggestions & Development Discussion
You are making it too complicated. Batteries store electrical charge, in real life called ampere-hours (or miliamp-hours). Kilowatt-hours can also be used. Voltage shouldn't be a thing in the game, that just makes it too complicated. So really, it is pretty similar to the ither resources. I agree that some of the consumption rates need to be adjusted, bur the basic mechanic is fine -
when do I execute a maneuver
linuxgurugamer replied to Jack5.exe's topic in KSP1 Gameplay Questions and Tutorials
I remember one mission I had. I ended up with a 5 hour burn, with an accel of something like 0.05g