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Everything posted by linuxgurugamer
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Developing a modular engine mod
linuxgurugamer replied to bananasrawesome's topic in KSP1 Modelling and Texturing Discussion
Thanks. Ill take a look at it when I get home. -
Developing a modular engine mod
linuxgurugamer replied to bananasrawesome's topic in KSP1 Modelling and Texturing Discussion
Please delete all the text in that log immediately. You should not post huge files in the Forum. put the file on a file sharing site and post a link. Post that big can break the Forum software as well as browsers. -
Developing a modular engine mod
linuxgurugamer replied to bananasrawesome's topic in KSP1 Modelling and Texturing Discussion
I have absolutely no idea. I would need to see the output log to have any ideas to what's going on. -
Developing a modular engine mod
linuxgurugamer replied to bananasrawesome's topic in KSP1 Modelling and Texturing Discussion
That is part of the steam Network. There's nothing wrong if it's missing. -
The development on this is done
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Developing a modular engine mod
linuxgurugamer replied to bananasrawesome's topic in KSP1 Modelling and Texturing Discussion
Ignore that, your problem is elsewhere -
Developing a modular engine mod
linuxgurugamer replied to bananasrawesome's topic in KSP1 Modelling and Texturing Discussion
What is the custom resource used for? -
A nice little mod which was forgotten until I needed it. Originally by @TaranisElsu, the original thread is here: http://forum.kerbalspaceprogram.com/index.php?/topic/82682-102-tac-sticky-controls-v031-24may/ The new version for KSP 1.4.1 has new dependencies New Dependencies Click Through Blocker ToolbarController CKAN has been updated to install the dependencies, if needed. Thunder Aerospace Corporation presents our latest innovation: Sticky Controls Someone -- Bill? -- got a little too excited during his last flight and spilled his drink on the control panel. Now the control stick won't return to neutral when released! The weird thing is that some pilots started saying the plane was easier to fly, so we hired an intern to spill drinks on every control panel. Through many trials and careful experiments, we have found the ideal amount to spill. Also includes some cleaner for when it is no longer desirable, like after reaching space. Having problems with this mod (or any others)? Read the [Official] How To Get Support. I cannot do much to help without log files. Features NOT ALL FEATURES ARE IMPLEMENTED YET. Each attitude control input (the WASD keys) moves the controls by a small amount and the controls do not return to neutral when released. Works kind of like trim, but more adjustable and easier to work with. May be familiar to players of the Microsoft Flight Simulator series. Fully adjustable: easy to change the amount the controls move per key press. Immediately center the controls by pressing ` (The tilde key in the top-left of US keyboards, next to the 1). Set to the current control positions by pressing Y. Useful for setting the controls to what SAS was using before turning off SAS. The idea was shamelessly stolen from Extended Trim. Toggle on/off whenever desired by pressing Alt+`. Displays a small window showing the current control positions, along with the configurable settings. Not tested with RemoteTech2 nor MechJeb. I suggest that you turn this off if using MechJeb controls, if you have no connection for RT2, or if signal delay is significant. Configurable settings: - Speed: how fast the controls move while pressing the key - Step: the minimum amount the controls are moved per key press. It also snaps the controls to multiples of this value, so larger values cause it to change in large discreet steps. - PrecisionControlsModifier: scales both Speed and Step by this amount when "precision controls" is turned on (the Caps Lock key in KSP's default key bindings). - Minimum Time: the time in seconds a key has to be held down in order for the controls to move more than a single step. - Exponent: larger values make the controls move much faster when holding a key down longer. When set to 1, the controls move the same amount per unit of time regardless of how long the key has been held down. - Position Dead Zone: controls the dead zone around zero where the controls have no effect. - Position Exponent: larger values make it so controls have less effect when near zero and a much larger effect when farther from zero. - ZeroControlsKey: the key bound to zeroing the controls. The default is 'z'. Note that toggling on/off is always Alt plus this key - SetControlsKey: the key bound to using the current control positions. The default is 'y'. License Apache License Version 2.0 Download the latest version. Spacedock: https://spacedock.info/mod/1473/Tac Sticky Controls Source: https://github.com/linuxgurugamer/TacStickyControls
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Speaking as a mod author, that would be very painful. And you are correct, you did not say unplayable. I'm just a bit frustrated by people who constantly complain about bugs, both real and imagined
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Is it really that unplayable? which would you prefer, several small patches, each only fixiing a single thing, and also inadvertently liquiding off mod authors with a plethora of minor releases, or a single larger patch? if the game was unplayable, I would be able to understand your frustration. But it is playable. You have your choice of playing 1.2.2 or 1.3 I'm actually playing both, and have no significant issues beyond what the mods cause
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and for everyone else, it was a version to make it accessible in their native language. English speakers (of which I am one) aren't the entire world. I still see progress (although I did just open a bug report)
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I have a config value which goes between 0.025f and 2.0f. Problem is that the CustomFloatParameterUI is still broken from 1.2. @nightingale said it would be fixed in 1.3 in this post: but it hasn't been. The following code in a settings page doesn't work, the value goes in steps from 0 to 1 to 2. I can use the old workaround listed in the above post, but it doesn't look good at all [GameParameters.CustomFloatParameterUI("Speed", minValue = .025f, maxValue = 2f, asPercentage = false, toolTip = "How fast the controls move while pressing the key")] public double Speed = 1f; What I have to do instead is this (again, from the above post): public float Speed = 1f; [GameParameters.CustomFloatParameterUI("Speed", minValue = 25f, maxValue = 200f, toolTip = "How fast the controls move while pressing the key")] public float speed { get { return Speed * 100; } set { Speed = value / 100f; } } but now it looks really bad in the UI, because the speed is shown a a number of 25 to 200, rather than 0.025 to 2 Any comments? I just added this to the bug tracker: http://bugs.kerbalspaceprogram.com/issues/15699 Edit: The "asPercentage" option didn't do anything, I tried it both with and without.I also tried setting the "stepCount", but that didn't seem to do anything either
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While it may seem like nothing to you, the localization was a huge project. Yes, to someone who speaks english, it may not seem like much, but believe me, from an internal point of view, it is. Why do you think they are not fixing bugs? Every week I read about more bugs begin fixed, QA testing, etc. Yes, the consoles may have been a letdown, but that is only one thing.
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I know that :-) I was wondering if there was anything I could do to help. I know it's not finished, just was offering to help with any coding or debugging if you needed any
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Seeing that I would like to use this in my new 1.3 game I am setting up, is there anything I can do to help you get it fully 1.3 ready? Feel free to PM me with any information which would help me help you.
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What makes you say that?
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Developing a modular engine mod
linuxgurugamer replied to bananasrawesome's topic in KSP1 Modelling and Texturing Discussion
Interesting idea. I assume you have several categories of parts needed to make an engine? Like, for example, thrust chamber, engine bell, turbo pumps, etc? If so, then you will need to decide how each part affects the final result. Once that is done, then it should be fairly simple to calculate what the final engine can do based on what is attached to the engine root part. But, those interactions can be very complex and subtle -
Increase highlighting glow in VAB / SPH
linuxgurugamer replied to Geonovast's topic in KSP1 Mods Discussions
Try this mod: -
Auto-Autostrut? and other questions.
linuxgurugamer replied to Nightside's topic in KSP1 Gameplay Questions and Tutorials
Are you sure about that? According to the OP, it does a lot, and has been around since before autostrutting was a thing: -
Heavy Piloting Challenge
linuxgurugamer replied to sevenperforce's topic in KSP1 Challenges & Mission ideas
So get it uploaded to KerbalX and put a link into the OP. Until everyone is using the same craft file, you cant say they are identical. Heck, even the placement of the decouplers can have an effect. -
Cut paper with scissors
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The old bumpy runway used to be good for that. While not the same, you can use KRASH to do a sim from anywhere in the system.
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[1.12.x] NASA CountDown Clock Updated
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
No -
Heavy Piloting Challenge
linuxgurugamer replied to sevenperforce's topic in KSP1 Challenges & Mission ideas
Then it's not a good challenge, because you run the risk of someone doing something different. For example, saying "smallest probe core" can be interpreted more than one way, or someone can use the wrong part,etc. if you want a challenge to rebuild a ship, then do one for that. But the main point of this challenge is thr piloting skills. Best to eliminate any possible question by providing a craft file so that everyone starts off with identical ships -
[1.8.x] Targetron (continued-bis-wathever) 1.6.3 2019/10/23
linuxgurugamer replied to agises's topic in KSP1 Mod Releases
Generally, when I adopt a mod, I just do a copy n paste of the original thread OP.