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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Just an FYI, I have this working Not sure yet if I'll release it separately or as part of another mod
  2. Action groups extended is your friend. Or maybe it's action groups everywhere, I'm not sure which it is
  3. It could still be done. Part module monitors fuel level in attached tank. When it reaches zero, or another predetermined value, disable cross feed. Not difficult at all Keep in mind that in programming there are always multiple ways to solve a problem
  4. Progress is being made: I'm adding a number of new parts: several sizes of greenhouses, some science parts, and some advanced recyclers. I've been wrestling with the issue of the greenhouses generating life support out of nothing. I did not want to add another resource, otherwise there would be no need for this because the USI-LS does a very nice job with two resources. So, this is what I've come up with so far: As a kerbal uses LS, internally (you never see it), it generates the same amount of waste, byproducts, etc. So, if a Kerbal is using 1 LS unit a day, then internally it is tracked that there is 1 unit of waste. There is no storage of this waste. The waste is used by the Greenhouses, if no greenhouse is available, the waste is just discarded Greenhouses need this waste to generate the Life Support resource, and can, depending on their size, turn between 50% and 90% of the waste back into the Life Support resource. This solves the problem of the greenhouses just generating infinite Life Support. The waste that the greenhouse doesn't use is an advanced form of waste and needs special care to recycle it. There will be another type of part, I don't have a good name yet, which will be an advanced recycler. The advanced recycler will only take the advanced waste, and will be able to turn it back into the Life Support resource. Comments and questions are welcome
  5. That's very odd, but this is still beta. I'll take a look, but not sure why it would work with one and not another
  6. I think I know how to make this work, @Snark So, when using Advanced Tweakables, you can set fuel flow priority, correct? I believe that fuel flows from tanks with the highest number to the lowest, right? So, create a part module which gets added to radial decouplers which ensures that the attached tank (and all children of it) have a flow have a priority at least 1 higher than the tank it is attached to. This way the game itself will control the flow.
  7. @steedcrugeon I see this hasn't been updated for 1.3.1, is that going to happen soon?
  8. This mod has nothing to do with RF. It's designed to balance RCS thrusters, doesn't matter what fuel the thruster is using
  9. All my mods are now updated. And, I'm updating the titles as I get time
  10. Probably, but test it first. If the game doesn't crash, you are golden
  11. Since the author hasn't been atound for a year, I've adopted this mod, new thread is here:
  12. Originally written by @Ninenium, original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/73692-12-n @Ninenium hasn't been around since November of last year, and the last release of this for 1.2.2 was a year ago NavHud provides a new(ish) navigational instrument: A Heads Up Display showing you precisely what way your spaceship is pointing. It also features the target, normal, radial, retro/pro-grade, maneuver and docking alignment indicators. New Dependencies Click Through Blocker ToolbarController CKAN has been updated to install the dependencies, if needed. Download: Spacedock: https://spacedock.info/mod/1574/NavHud Renewed GitHub: https://github.com/linuxgurugamer/NavHud License: MIT Available via CKAN Donations gratefully accepted https://www.patreon.com/linuxgurugamer Demo video by 5thHorseman: Alignment indicator: When targeting a docking port a target alignment indicator is shown. indicating the orientation of the targeted docking port. Toggle hot-key Press "y" to toggle the HUD at any time. Press "left-alt" + "y" to cycle between speed display modes. Customization: The color and size of the markers and lines can be changed in a comprehensive settings window. The changes are saved in the file [KSPfolder]\GameData\NavHud\Plugins\PluginData\NavHud\config. xml Toolbar: This mod is compatible with Blizzy78's Toolbar. Installation: Copy the content of the 'GameData' folder to the 'GameData' folder of your KSP installation.
  13. Players should not see it, period. Interesting idea, thanks
  14. Feel free to make the paty/IVA I am only keeping this going, I am not doing any active development on this.
  15. I'd like to have a resource for internal use in a mod, but don't want the player to see it since there is nothing they can do with it. Is it possible? I searched, and didn't find any answer Thanks
  16. New release, 1.0.5 Updated for 1.3.1 Includes beta version of CLS, compiled and released with permission of @Papa_Joe
  17. @Jebs_SY Here is a quick rebuild with the suggested change. I haven't had time to test it out, but it should work. https://www.dropbox.com/s/v8o84hk0ssqomtq/EVAEnhancementsContinued-0.1.12.1.zip?dl=0 Let me know how it goes
  18. I will take a look. It most likely will work on 1.3.0. If the game loads without crashing , it should be fine
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