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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. I've released the KW Rocketry Rebalanced, new thread is here: While this version will continue to be available, I'll be primarily providing support for the Rebalanced version There are reasons I can't remember right now which prevents the petal adapters from doing what you want. I suggest you watch this video:
  2. KW Rocketry has evolved. Download: https://spacedock.info/mod/1497/KW Rocketry Rebalanced Source code: https://github.com/linuxgurugamer/KWRocketryRedux (in the Rebalanced branch) License: Creative Commons 4.0 Attribution-NonCommercial-ShareAlike CC BY-NC-SA Dependencies: Module Manager Suggested Mod: PatchManager (included in zip file) Changes from the Redux version: Installation has been cleaned up All tanks have had their masses and volumes recalculated. Most smaller tanks ended up lighter and with less fuel, most larger tanks ended up lighter and with more fuel. The Instant Power Response configs have been merged with the main directory, the Graduated Power Response have been converted into a ModuleManager patch file PatchManager is included with KW to install the Graduated Power Response patch, if desired. The install has been simplified so that there is no confusion anymore. Simply put the entire KWRocketry folder into your GameData folder and you are all set. The default power response is set to the Instant Power Response. PatchManager is now used to install the Graduated Power Response configs if you want them. Donations gratefully accepted https://www.patreon.com/linuxgurugamer KW Rocketry is the premiere modpack produced by Kickasskyle and Winston. Built originally for KSP version .15, KW Rocketry has seen many iterations, and has been reworked for KSP version .22 up to what we see now. KW Rocketry was originally produced as a pack meant to add more parts with realistic balance to KSP, with a focus on VAB built vehicles. KSP has been widely used, however, for everything from fuel stations to shuttles and has seen many fan built craft posted on the KSP official forums. KW Rocketry now features emissives on every engine, normals for every part, and a number of brand new parts, including side-mounted tanks styled after those on the Vostok and Soyuz rockets. KW Rocketry also includes two different versions of the vanilla strut part, a choice of automatic or manual engine fairings and a number of 1-5m converter fuel tank parts. ----POWER RESPONSE ---- There are two different power response configs. One is an instant response, similar to stock, and the second is a graduated power response, where it takes the engines a few seconds spool up to full thrust ----GRADUATED POWER RESPONSE ---- Use PatchManager to install the patch for the Graduated Power Response ----INSTANT POWER RESPONSE ---- This is the default install This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. A Teaser trailer for v2.6, by Winston. 3m Petal Adapter Instructional Video & Image: An Instructional Image KSP-AVC Notice This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin.
  3. Which docking ports are you referring to? I can make a patch for this.
  4. What makes you think these were placeholders? Just because the sizes of the files were the same doesn't mean they are identical. I can guarantee that if you tried to compare the files, you would find differences in the first 10-15 bytes of each file.
  5. You should put a link at the top to the original thread
  6. What @Poodmund said. So consider this feedback: It is very impolite to release a fork without at least trying to contact the author in various ways. These ways include email, PM on the forums, posting in the threads, etc. By releasing this you will create confusion in many peoples minds as to which they should use. I speak from long experience in adopting mods. I'm not saying your work is bad, but did you even try to contact him? I don't see any activity on your side (obviously I can't see email or PMs)?
  7. This is a simple mod. For more advanced naming, take a look at Persistent Dynamic Pod Names:
  8. New release, 0.0.5: Updated description in settings window Doubled height of window Made window wider Added settings page to be able to disable mod, this will remove button from screen Added column for mods, which when clicked on will show all patches for that mod I'll be updating the OP with new pics soon @Blackline, this should resolve your issue.
  9. Yrs, but having a nonfunctional button is not good practice.
  10. What sort of computer system do you have that you can have hundreds of mods? I have a pretty high end system myself and 200 mods is starting to get to be a bit much.
  11. Why not just use the standard settings screen to decide whether it is enabled or not? Actually, BARIS already requires that you go into the settings to enable it. So why show the button if it is disabled?
  12. Like I said, I'm not offended. I had that momentary pull like "What is this competing with a mod I'm maintaining", but this is much, much better than DangIt.
  13. I am about to update KW Rocketry with a new version. Problem is that I need to keep the old version on CKAN, the new version is getting a new name, but I am using the same Github repo for this. How can I update the old KWRocketyRedux.netkan so it will only use and reference the release files on github up to 3.1.4, and use 3.2 for the new version of Kw Rocketry Rebalanced? For now I'm only going to have the Rebalanced get pulled from Spacedock, but would like to have it continue to use the same github repo.
  14. There is a lot to read, I'll continue reading. I got the failures after integration, but I'll assume that this is normal. Thanks
  15. Actually, using this mod, I have set it on the fly to many different dimensions. No restart needed I recompiled it for 1.3, works fine, although it is still a very quirky UI
  16. I suppose that I should be hurt But it is a much newer mod, I only have DangIt in a maintenance mode. So, some questions and comments @Angel-125: How does the integration compare to KCT? The OP says they are compatible, but I don't yet understand how they work together. It seems that using the normal integration, there would be no need for KCT The failures seem to get two messages, one to say that a failure occurred, and one to say what failed. Two comments on this: Put them into a single message using a \n to put them on two lines They go away too quickly, maybe increase the time-on-screen In a beginning game, I am getting failures very quickly. For example, I put a Mk1 out with a decoupler for testing, triggered the decoupler and the command pod failed, even though Baris said the reliability was 5/5. Default settings: Quality Cap: 80, Difficulty: Normal, QC/day: 3, Noticed a few oddities in the Settings screen, all when creating a new save: Oddity 1 Enabled "Parts can break" Changed difficulty from "custom" to any other Observed that the "Parts can break" was disabled, but all the fields related to that stayed on the screen and were active Enabling/disabling the "Parts can break" didn't seem to have any effect anymore Oddity 2 Changed difficulty from "Normal" to any other "Parts can break" became non-functional, in that while I could enable/disable it, nothing happened In both of these cases, canceling the settings and going back in reset the issue. I really like the mod, looks like it will add a lot to the game. I can only imagine how much time you put into it.
  17. How long do they go on? Is it just a quick twang, or is it continuous?
  18. This discussion has happened many times. Besides the issues with KSP, it cant happen IRL
  19. Did you try with a new save? Could be that even though you wiped the directoyies, there could still be stuff in the save file
  20. The reliability just looks like an uninitialized valei'm iue.on initialized value Sorry to send you on a wild goose chase.
  21. Aaaaarrrggggghhhh!!!!!!!! I didn't have ModuleManager installed! I got the window now. But, I did find another problem: Career game, only enabled it, didn't change any options Made the normal starting ship (chute, MK1 pod, SRb) The Vehicle Integration window was odd: Available Workers: 0/25 Reliability: -2147483648/-2147483648 Cost: NaN In flight, it showed the window, and I did get failures
  22. Ok. I created two new games to be sure: New Sandbox: I loaded from the spacecenter both KerbalX and GDLV3, it happend on both. New Career: Make a starting ship, it happened on the Launchpad. It did open a window in the VAB Oh, could it be related to not doing integration?
  23. When I turn debug on, the window works. Mods: I deleted all mods, the only thing here was this mod. Log files in this zip, one with debug off, one with debug turned on in the session, and one with it on from the start (specified by file name) https://www.dropbox.com/s/o3fkfravswe1kgu/BarisLogs.zip?dl=0 This is in the flight scene. It looks like that maybe the window isn't supposed to be shown in flight if debug is off? I
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