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Everything posted by linuxgurugamer
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Camera Science Experiment
linuxgurugamer replied to NSEP's topic in KSP1 Suggestions & Development Discussion
Also,HullcamVDS has a number of cameras -
Making Kerbals a Multiplanetary Species
linuxgurugamer replied to CommanderSpork's topic in KSP1 Mission Reports
But can it take off from Eve? -
This has been revived here, updated for 1.3:
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Mk2 Lightning Cockpit for B9 Aerospace v1.3 (FAR drag fixed)
linuxgurugamer replied to BahamutoD's topic in KSP1 Mod Releases
This has been revived in the following mod/thread: -
[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
linuxgurugamer replied to Porkjet's topic in KSP1 Mod Releases
This mod has been revived in the following thread: -
[1.12.x] SpaceTux Industries Recycled Parts
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Good idea, thanks -
KSP Comets
linuxgurugamer replied to Super Cat Elvis's topic in KSP1 Suggestions & Development Discussion
I already did that without a comet. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
linuxgurugamer replied to Galileo's topic in KSP1 Mod Releases
Stock scale games are ok?- 7,372 replies
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The New End-User License Agreement is Unacceptable
linuxgurugamer replied to T.C.'s topic in KSP1 Discussion
I still doubt that number. Not counting patches which a person wrote for themself, I stand by my original number. look at Spacedock, Curse, and this forum. -
The New End-User License Agreement is Unacceptable
linuxgurugamer replied to T.C.'s topic in KSP1 Discussion
You are joking, i hope. The number of mods is in the low to mid thousands, not hundreds of thousands. and it is possible to write mods without decompiling the code. I should know, I do it. -
I am trying to add a ModuleDecouple to a part programmatically to a part. It's not working, but I don't know why. This is a new part module I'm writing, which will add a ModuleDecouple at edit time based on the user's input. What I'm doing is adding the ModuleDecouple component to the part gameObject, and then adding the new module the the part.Modules. It appears to work, but staging isn't updated, and when I trigger it in flight, I hear the decoupling sound but nothing happens. Suggestions are welcome (obviously). The code I'm using follows. It is probably trying to do too much, but I've been trying everything I can find: decouplerModule = this.part.gameObject.AddComponent<ModuleDecouple>(); this.part.Modules.Add(decouplerModule); decouplerModule.enabled = true; decouplerModule.ejectionForce = ejectionForce; decouplerModule.explosiveNodeID = explosiveNodeID; decouplerModule.overrideStagingIconIfBlank = true; decouplerModule.stagingToggleEnabledEditor = true; decouplerModule.staged = true; decouplerModule.SetStaging(true); decouplerModule.UpdateStagingToggle(); decouplerModule.stagingEnabled = true; this.part.UpdateStageability(true, true);
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[1.3.1] Docking camera (KURS) (14.feb.18)
linuxgurugamer replied to DennyTX's topic in KSP1 Mod Releases
Danny hasn't been around for about a month. That's not enough time for me to consider adopting the mud. However, I am keeping my eye on this. Just an FYI for everyone, the code on GitHub is not the latest, it doesn't match what's on spacedock. This will make the job of potentially Reviving this mod and updating it to 1.3 that much more difficult since Denny seems to have decided to ignore the requirements of squad. -
[Released][1.3.1] Antenna Helper [v0.90] (27 Feb 2018)
linuxgurugamer replied to Li0n's topic in KSP1 Mod Development
Ok, let me know when it's ready, I'll be happy to add it -
[Released][1.3.1] Antenna Helper [v0.90] (27 Feb 2018)
linuxgurugamer replied to Li0n's topic in KSP1 Mod Development
Is this mature enough to be put on CKAN (only with your permission, of course) ? -
Given the number of other mods which alter the camera (Through The Eyes, Camera Focus Changer, Camera Tools, Docking Camera, Improved Chase Camera, WASDEditorCamera), I can't imagine it's that difficult. Hopefully someone else can take a look at these to see how it's done.
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My pleasure, I look forward to using them.
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The autogen doesn't work that well, so I'll redo it for you. and it's up
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It probably isn't too difficult, but I don't have time for it now.
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License allows, just be sure to give attribution. A link to the thread would be useful for people
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Which is why it is "configurable". I'm trying to have a reasonable definition for most people. Also, a Hovercraft isn't "flying", it needs a solid surface (ok, water also works) to push against. So it isn't "flying" although KSP may consider it, but it also isn't "landed", it's in one of those in-between states. The levitation thingies are the same thing, they aren't really flying. Essentially, a hovercraft or levitation thingie is sort of like a rover which is grabbing air.