-
Posts
24,928 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by linuxgurugamer
-
[1.9.x] Better Science Labs Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Already updated -
[1.9.x] Hangar Extender Extended
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New minor release, 3.5.1: Fixed hotkey selection on settings page Updated to VS2017 Changed .version URL to point to Github -
Ok, I'm looking for some ideas :-) Specifically, a default key to trigger a manual entry. Suggestions, please. There will be a way to change it in-game, without having to edit a config file.
-
I need to define exactly what Landed is for Kaptain's Log, since there isn't an event for it So, I've some up with the following for Landed: Touching the ground (use Vessel.landed to determine) Speed less than 0.01 (use Vessel.speed) Stable for 5 seconds and the following for Flying: Altitude above ground > 50m Minimum of 5 seconds not touching the ground I can see that on some worlds, the stability time on the ground may need to be altered (such as Bob, etc), mainly very low gravity worlds. I don't want a bounce to be registered as a landed, which is why the stability check. For flying, I'm thinking of ignoring speed, since for this purpose, being in an unmoving balloon is still flying. Are these good and sufficient, or is there something else I should look at? Also, for the low gravity worlds, how much more should I increase the stability timer? Thanks in advance Edit for Clarification: Landed means landed on solid ground. I am not looking at splashdown or crashed, there are specific events for those.
-
[1.12.x] Tweakable Everything Continued (replacement)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
It's a Kopernicus problem, related to multiple suns, even if you only have one -
[1.12.x] Tweakable Everything Continued (replacement)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
You can just remove the dll for the docking nodes and leave the others if you want, it was designed that way But, a log file can still be useful -
My problem was in the model, I got it fixed.
-
[1.9.x] YongeTech Tech Trees Plugin Re-Revived
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
your welcome, sorry it took so long -
[1.3.0] Launch Numbering 0.4.0
linuxgurugamer replied to Damien_The_Unbeliever's topic in KSP1 Mod Releases
Ok, PR is done. I had to redo the repo since I had changes in there which I didn't want you to have to deal with (Visual Studio changes only) The .gitignore has been modified to ignore all VS files, you may want to remove those lines (at the end) Looking forward to an official release of this (if you like it) -
discussion Discussion - Community Category Kit
linuxgurugamer replied to RoverDude's topic in KSP1 Mods Discussions
@RoverDude @Poodmund Thank you both for your complete explanations. -
discussion Discussion - Community Category Kit
linuxgurugamer replied to RoverDude's topic in KSP1 Mods Discussions
Understood, thanks. And the standards line was a joke, sorry it didn't come off as one. -
discussion Discussion - Community Category Kit
linuxgurugamer replied to RoverDude's topic in KSP1 Mods Discussions
Ok, that's better :-) Thanks, and just an FYI, I like standards. The really nice thing about standards is that there are so many to choose from :-) So a question, then: A user submitted a PR for one of my mods, the Mk 2.5 Spaceplane parts, in which he includes a patch for the CCK. He seems to be pretty responsive, he's actually redoing it right now because it was included with a bunch of other stuff, and I asked him to break it out into it's own patch. Anyway, the mod has about 25 parts, and I'm not sure if it is appropriate to have a single CCK category for a specific mod. See this post for his reasoning: Thanks in advance -
[1.9.x] YongeTech Tech Trees Plugin Re-Revived
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Updated, 0.5.1: Moved DLLs into Plugin directory Moved PluginData into the Plugins directory Added TreeConverter back Set the Treeconvert to be disabled, can be enabled in config (xml) file -
discussion Discussion - Community Category Kit
linuxgurugamer replied to RoverDude's topic in KSP1 Mods Discussions
I got that, but what's the difference between this and FE? It does the same thing, doesn't it? I'm not criticising, I just am trying to understand why this effort was started rather than using something which was already there and and working. I'm also trying to decide whether FE should be continued, or essentially merged into this. Thanks -
discussion Discussion - Community Category Kit
linuxgurugamer replied to RoverDude's topic in KSP1 Mods Discussions
Since @Crzyrndm has retired from modding, I've been waiting to see if anyone else would pick up Filter Extensions. Then, somebody submitted a PR for another of my mods which includes an entry for CCK. So, can someone explain, in small words :-) what the difference is between these two mods? I did read the whole thread, but his posts seem to have been ignored. thx -
Nice, looks nice. can you explain in more detail about the custom category, please? There was already a special icon for this in, I believe, Filter Extensions? I'll have to check. To make it easier, could you please redo the PR, removing the custom category, and then do the custom category as a seperate PR? Thanks
-
@yongedevil hasn't been around for a year and a half. I've provided an updated version for the ETT, but am doing it now as a full release, so that it can be in CKAN as well. Original thread here: https://forum.kerbalspaceprogram.com/index.php?/topic/112886-104-yongetech-tech-trees-plugin-v13/ Source Code: https://github.com/linuxgurugamer/YTK_TechTrees Download: https://spacedock.info/mod/1526/YongeTech: Tech Trees Plugin Re-Revived License: MIT (see below) About the Mod The Tech Trees Plugin provides support to make creating and using custom tech trees easier. Allows part unlocks to be listed in the TechTree ConfigNode rather than having to edit every Part ConfigNode. Adds support for using custom textures to create icons for the tech tree. Adds a tree selection window to let the player select a tree for each new game. Installation Copy the contents of GameData into the Kerbal GameData folder. Known Issues This mod tracks parts by their name field. This means it does not work properly when multiple parts have the same name. Both this mod and ModuleManager (on version 2.6.5 as of this writing) attempt to edit the tech tree of the current game. This mod's changes should have priority. If you would like to disable the option to select a tech tree and the conflict with ModuleManager change the "allowTreeSelection" field in PluginData/YongeTech_TechTreesExpansion/config.xml from '1' to '0'. This will keep support for the TechTree ConfigNode additions and custom icon support, but remove the option to select a tech tree. Tech Trees YongeTech: Great Big Sky – Wide and shallow tech tree. Feel free to use as an example on how to setup a tech tree with this mod. Using a Tech Tree When starting a new Science or Career game a window will appear asking you to select a tech tree to use. Pick a tree from the drop-down list and below it will show the description and some stats for that tree. Total Cost and Total Nodes are the total cost to researcher all nodes on the tree and the total number of nodes in the tree. These numbers exclude hidden nodes. The tiers for the nodes are those nodes that can be researched at that tier of the Research and Development facility. Creating a Tech Tree Create a new TechTree ConfigNode and place in your mod. This mod will locate and add any TechTree ConfigNodes to the list automatically. The TechTree should be setup like normal with some additions shown in the code below: TechTree { title = Sample TechTree description = An incomplete TechTree showing the basic setup unlockAllStartParts = True RDNode { ... Unlocks { part = solidBooster_sm part = probeStackAdapter part = standardNoseCone part = sensorThermometer part = basicFin } } ... } TechTree ConfigNode: title: The name of the tree. Displayed in the tech tree selection window when starting a new game. (approximately a 45 character limit) description - Single paragraph description of the tree for the player. Displayed in the tech tree selection window when starting a new game. (approximately a 400 character limit) unlockAllStartParts: (optional) If set to True the mod will unlock all parts attached to the starting node(s), that is all RDNodes with an entryCost of 0. This is only relevant if No Entry Purchase Required on Research is disabled in difficulty settings. Unlocks ConfigNode: part: name of a part to unlock with the parent RDNode. Custom Icon Textures The mod will create icons for use in a tech tree from any png or tga files it finds in folders named “RDSimpleIconsâ€Â. The icons will have the same name as the image file, without the extension. .../RDSimpleIcons/customIcon_tech.png will become "icon = customIcon_tech" Tech Tree Converter The YongeTech Tech Tree Converter helps convert existing tech trees by filling in the Unlocks nodes for all techs. It will add all parts that: Have a TechRequired of that node. Are not listed in another tech node's Unlock section. It writes the filled out TechTree to a txt file in the mod's directory. It performs this conversion for all TechTrees installed, and it also dose not name the output files in any meaningful way. It is necessary to inspect the output files to locate the correct tree and then add the title and description fields to it. Licence Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE