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KSP2 Release Notes
Everything posted by linuxgurugamer
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I lost all my craft because i deleted the save file
linuxgurugamer replied to Legopilot's topic in KSP1 Discussion
One word: Backups Too late now, but preventable in the future -
I haven't had time to look at it, I'm relying on you and @swjr-swis's review. Ok, I'll see if I can get it out this evening Thanks
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@voicey99 Are all changes completed?
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Define "doesn't work", that's rather nebulous Log file would be helpful
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Hmmm. I wonder what these people who don’t like mod would say about the 225 mods I’m currently playing with?
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Mk. 3 Vehicle DropPod Challenge
linuxgurugamer replied to SG Aero's topic in KSP1 Challenges & Mission ideas
Don't be impatient. Sometimes it takes a couple of days for people to decide to enter a challenge. And, if no one enters, try again with something different. -
Searching for an old fashioned flying saucer
linuxgurugamer replied to BaelRathLian's topic in KSP1 The Spacecraft Exchange
Looks like he is using the stock fairings -
Something which really hasn't been done so far as I can tell is to have specific modules only work if a specific science experiment has been done. For example, I'm working on the IFI Life Support module, and am adding several parts which will allow the recycling of the waste products. However, I don't want those parts to work in any location where a specified science experiment has been run. This isn't too difficult to do, but before I start writing code to do this, I want to be sure I'm not reinventing the wheel. Does anyone know of anything like this already? Specific example: Kerbals generate Organic Slurry as waste product Organic Slurry is processed in the Greenhouse I don't want the Greenhouse to (preferably) be available at all if the EBC-1 experiment has been done anywhere off of the homeworld The greenhouse should not work in various locations (orbital, on another planet, etc) until the EBC-1 has been performed at that location. I might even go as far as specific biomes, but that is just a detail Greenhouses produce Life Support and Sludge as a waste byproduct Sludge is processed one of several parts, MicroBiome, BioReactor Sludge will not be processable until the Biological Systems Study of Goo has been performed in the environments For those interested, here is mostly complete diagram showing the resource life cycle:
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[1.2] Engine Ignitor continued. (23 oct 2016)
linuxgurugamer replied to DennyTX's topic in KSP1 Mod Releases
Probably not. What fuel do the Ullage motors use? Since these are intended for maneuvering ships, I'm not sure it makes sense to limit them. -
[1.9.x] EvaFuel Continued. No more infinite EVA Fuel!
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Could you add this as an issue on Github, please? Include the full bug description as well. Thanks -
I'll get it merged and released tomorrow evening
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Is my computer good for KSP?
linuxgurugamer replied to Tux1's topic in KSP1 Technical Support (PC, unmodded installs)
It's fine, just keep in mind that too many parts on a vessel will bog it down, also too many mods -
Only if some else makes it.
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[1.4] SpaceY Expanded, v1.5 (2018-04-02)
linuxgurugamer replied to NecroBones's topic in KSP1 Mod Releases
Actually is listed as compatible with 1.3, so you are fine -
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
linuxgurugamer replied to FreeThinker's topic in KSP1 Mod Releases
I'm having a bit of a problem. I'm working some life support tanks, and the text is wrapping in a very ugly way, see these pictures to see what I"m talking about: What can be done to fix this? Thanks in advance- 1,187 replies
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- fuel switching
- mesh switching
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(and 2 more)
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[1.12.x] Filter Extensions, no Localization for now
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Development
Actually, I just found it: https://jenkins.spacetux.net/job/A-F/job/FilterExtension/71/artifact/000_FilterExtensions-original-3.1.0.13.zip -
[1.12.x] Filter Extensions, no Localization for now
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Development
The real question is, is that what was happening in the original mod? Please try it with this: https://github.com/linuxgurugamer/FilterExtension/releases/download/3.1.0/000_FilterExtensions-3.1.0.zip which is the mod before I started working on it, and let me know. The more info the better, including pictures and log file Thanks -
Something I'm considering doing is a simple mod to kickstart the initial game. What I do personally is give myself enough money and experience to research the first few levels of the tree, and then proceed from there. Rather than doing it by hand, I'd like to be able to just click a button and have it done.
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How to view CoM and CoT in flight?
linuxgurugamer replied to Mine_Turtle's topic in KSP1 Mods Discussions
Both fair enough ways of doing it, but my impression was that he wanted something like the visual markers which are available in the VAB and SPH