-
Posts
25,051 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by linuxgurugamer
-
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
linuxgurugamer replied to Galileo's topic in KSP1 Mod Releases
This may explain some of the weirdness I've been seeing while playing gpp. I'll try downgrading and see what happens.- 7,376 replies
-
- 2
-
-
- gpp
- kopernicus
-
(and 1 more)
Tagged with:
-
Have you been monitoring your memory usage while you've been playing? I'm wondering if there might be a memory hog in part of the Captain's Log. When I was playing a long-term game Sunday night, I noticed my memory went to 10 gig at one point. Then It dropped back to three and a half gig. So it might be related to how much memory is being used by the game. Could you run one more game, keeping the task manager open, and Carly the times you have leg with how much memory is being used please.
-
[1.9.x] QuizTech Aero Pack Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
why on earth would you put something into the stock folder? Please get me a log file, that's the only way I can help you Log file, please -
[1.9.x] NEBULA EVA Handrails Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Nope. You are, of course, free to write it yourself :-) For me, these are just some parts I wanted. I'm not really doing much with them -
@Jacke I'm going to get another beta out this evening, with some extra debugging statements. They will show, among other things, exactly when Kaptain's Log starts. Like I said, it doesn't even get started until the SpaceCenter, so there is no way that I know of that it could affect the MM loading. There are no configs which MM sees from the mod.
-
[1.2.1] AnyRes v1.4.1 - Closer and closer to Unity 4.6 UI
linuxgurugamer replied to a topic in KSP1 Mod Releases
@CliftonM Was wondering if you are still going to work on this? The UI needs some work, and can actually mess things up. For example, if you resize the screen smaller when the UI is at the bottom of the window, it becomes unusable because it is offscreen. The basic functionality is fine, it's just the UI which needs work. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
linuxgurugamer replied to Ven's topic in KSP1 Mod Development
Ok, I'll do a PR tomorrow -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
linuxgurugamer replied to Ven's topic in KSP1 Mod Development
Did your PR include anything with the masses of the 10 new tanks? -
[1.12.x] Crew R&R - Crew Rest & Rotation
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Ummm, no. I'm not aware of any change like that, sorry. Could you find that post, please? If it implies that, i need to update it. Unfortunately, they are inherently incompatible. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
linuxgurugamer replied to Ven's topic in KSP1 Mod Development
Actually, it should be 2.8500 My cutnpaste had a mistake Actually, all of the Cyro masses were wrong :-( Along with some other numbers :-( :-( Here is an updated file: Can you post the full patch please never mind, I didn't realise it was a download. -
[1.12.x] Tweakable Everything Continued (replacement)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I have absolutely no idea. I would have to spend some time looking to see how KSP tracks light sources. I don't have time right now but I'll put it on the back burner. -
Why, when you can explore a ehole setup without knowing what is actually there?
- 6 replies
-
- 1
-
-
- mod list
- alot of mods
-
(and 2 more)
Tagged with:
-
Is it possible to have to connected tanks, but to disable the fuel flow between them? I know that fuel delivery can be fiddled with, but doesn't stop it entirely. For example the ship has a central tank and some outer tanks surface mounted. there are engines on both the central tank and the outer tanks The outer tanks have a built-in decoupler Staging is set up to have the inner engine fire when the outer tanks empty and are ejected What happens is that the outer tanks empty first, and when they are empty, start draining the inner tank. So I know if I put in an extra part it can be done, but would like to incorporate it into the part itself If needed I can write a module, but was wondering if it's been done already. Thanks Gaaah I think what I need is ModuleToggleCrossFeed
-
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
linuxgurugamer replied to Ven's topic in KSP1 Mod Development
Looks good, I'll incorporate that in mine, thanks -
There's also the mod called champagne bottle which creates random nice sounding names
-
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
linuxgurugamer replied to Ven's topic in KSP1 Mod Development
Here is my patch to bring the masses and volumes of the new tanks into line with stock: Dropbox link: https://www.dropbox.com/s/tzce4i72cjewtb4/VenNewPartsRebalanced.cfg?dl=0 -
sorry, I don't' do Tweakscale. Try asking in that thread
-
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
linuxgurugamer replied to Ven's topic in KSP1 Mod Development
I'll probably put them up later this evening, after I've had a change to play through and validate my numbers.