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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. I appreciate your trying to be funny, but it does get tiring after a while. Please read above when someone else did essentially the same thing. I may instead of adding integration, add a way for you to flag a series of entries with a unique flag, this way you could run multiple sims and be able to compare them.
  2. I think it's cut off, try this: https://goo.gl/KxlgIC
  3. You had better learn to count. Where did you get the idea it was 74? As of now, if I include the contract packs, it's over 100 There is already a request in for the KRASH field, but it's going to be a little while before I can do that
  4. There have been some commits made to the Github repo since the last release, and in addition, I see three issues there. Does anyone know how "release-ready" the current files are?
  5. I was very busy when I replied earlier, and was rather short. I would like to express my appreciation for the feedback, I hope to deal with most of them in the next few days. Some will take longer, unfortunately.
  6. Oh, sorry, I missed that. I didn't see anything jump out at me in the log file
  7. It really sounds like mod issues (duh). Please post a log file. That being said, Kopernicus has some problems switching scenes, with delays of 15-30 seconds, depending on your setup.
  8. The thrust transforms are misaligned, I guess that is what is being shown. That being said, this was a stock model that I was using, with the cfg heavily modified.
  9. I'm using this to see why a new part I'm adding via some code isn't working properly. The part is the sphere in red, but I don't know what the yellow arrow means. I'm also trying to figure out why, even though the drag cube is shown, KSP is acting as if it isn't there; things which should surface-attach to it are attaching to the tank underneath. I know it's my code, but was hoping this could help me figure it out. Thanks
  10. I thought this would be simple, but it's not :-( Adding the attachment nodes was easy, but now i need to create a new part and attach it to the new attachment node. The part being created will have a single node, it's going to be a small engine. So, my problem is this: How to create the part? How to attach it to an existing node when I have the node information? I know that I can get the ShipConstruct from the EditorLogic class (called ship), I know about the parents, and don't need help (I hope) with that. and that I can add the part to the ship using ship.Add(part), but where I'm stuck is in creating a new part, and then, how to set it so that it is properly attached to the desired attachment node. Thanks in advance. Edit: I've successfully created a part and am adding it to the vessel, but what I need to do is the following: Existing part has an attachment node, called rep_1 New part has a node, called node_stack_bottom (I believe that when read, it is really "bottom") Orient the new part so the two nodes are facing each other Attach the new part via the attachment nodes I could even just skip the attachment nodes totally, and attach the part directly, but then I would still need to orient the new part correctly, and then place it at calculated positions.
  11. I need a small SRB, which is about the size of the stock Sepratron, but without the legs. Mainly the diameter and the nozzle need to be the same, it also needs the appropriate transforms so I can use it in ModuleEngines. It can be shorter than the stock Sepratron, it is going to be mostly hidden, with the nozzle tip sticking out a bit. Can anyone help? Thanks in advance. LGG
  12. Rows are selected for export or delete. Selected with plus sign means that ehen exported, screenshots are also printed. Put them all as issues, ill go through them later
  13. I don't know if the game will allow it, but it doesn't make sense for that to actually work. I think that the game uses the intake air and therefore it wouldn't work but not sure. Besides, you wouldn't be able to run the jet engine for long with what you can carry you would run out of air way too quickly
  14. Figured it out. For some reason I didn't think wildcards work work, but they do
  15. Need a little help. I'm writing a patch which will be modifying every fuel tank. I have it mostly working but have one case where it isn't: @PART[*]:HAS[#node_stack_top[*],#category[FuelTank],#bulkheadProfiles[size1]] { // stuff being added } I'm going to have different version for each bulkheadProfile size. My problem is that the above does not work if, for example, the part has something like the following: bulkheadProfiles = size1, srf it doesn't match, I'm assuming that what I've specified is an exact match. How can I change it to look for the presence of what I want? On another note, I know there are some parts which have multiple sizes listed in the bulkheadProfiles. So, if I have multiple copies of this, and a part has multiple bulkheadProfiles which match (ie: size1, size2), would checking for the existence of the new module in the 2nd patch be sufficient (ie: If it was added in the first, do not add it in the second)? Thanks in advance
  16. What happened to your mods on Spacedock?

  17. @Alshain I need a definite "yes" to be able to get this added/updated in CKAN, please. It's a great mod, would be nice to have it available for CKAN users again. Thanks
  18. New release, 0.0.9: Added shutdown button Added localization Added language file: en-us.cfg Added language file: de-de.cfg, thanks @ThreePounds added language file: pt-br.cfg, thanks @monstrim
  19. @Beetlecat While I'm fairly easy going with regards to things like this, it is specifically things like this which turn many mod authors off. If you had taken the time to actually read the OP, you would have seen that I had said that CKAN would be soon. Please take this the way it is meant, as constructive criticism, and keep in mind that people like myself put a lot of time and effort into these mods for mostly no compensation. Being hounded by people to do certain things, such as putting mods into CKAN, making changes, etc, have caused multiple mod authors to leave the modding scene entirely. Please be respectful of authors, and give them time to do their thing. Thank you
  20. For anyone who is interested, I've been modifying this for my own use, and have a version available for KSP 1.3 It is available here: https://github.com/linuxgurugamer/KSPLaunchNumbering/releases/tag/u1 If you have any problems with this, please contact me, not the original author The changes include: Moved actual processing of new name into new method: ProcessTemplate Added template processing, default template matches original code Added new settings options: addAlways addToFirstVessel Minimum # of digits for launch number Minimum # of digits for bloc number ActiveOnLaunchpad ActiveOnRunway ActiveOnExternalLaunchpad (used by EPL)
  21. Most likely not. The last time this was working with 41.1, and Nightingale has not posted any updates since.
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