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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. 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
  2. Are you sure about that? According to the OP, it does a lot, and has been around since before autostrutting was a thing:
  3. 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.
  4. 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.
  5. 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
  6. Generally, when I adopt a mod, I just do a copy n paste of the original thread OP.
  7. Is this in CKAN? Could you flesh out th OP, maybe add a picture? I had to go to the origonal thread to see what this did
  8. Is Kerbal Engineer allowed? also, would be nice to put the craft file somewher to be downloaded
  9. Just so you know, this will be a feature in The Kaptain's Log, which is almost ready to be released. I've coded it and its working.
  10. Won't be hard, I'll get it for you either later today or tomorrow. I wasn't aware of the verbose logging option for it
  11. New release, 1.3.2: Fixed problem with needing to double-click toolbar icon to start
  12. New release, 1.3.1: Fixed clock position not being remembered. Fixed issue with launch sound not being played properly (causing nullrefs) Added Settings page Added default Initial throttle Added default Throttle Added option to keep bottom buttons visible Fixed issue with windows not staying in place. Now window positions are saved Fixed version numbers in changelog
  13. Right click on the part in the parts list
  14. So with the help of @Shadowmage I have this mostly working. Going to be a few weeks before I release it, this will be part of a pack of parts that I'm working on
  15. Ok, so to be clear, would it be ok if I added this to CKAN? You can always refer ckan issues to me. I need a definite yes, we dont add mods to ckan without the permission of the mod author
  16. Stock or modded? Can you save it? Try to clear the locks in the debug menu
  17. If the window isn't being shown, there shouldn't be any impact on the performance. If the window is being shown then by necessity there will be an impact. What are your system specifications, because I don't see any impact at all even with lots of things in orbit.
  18. No one is going to help you if you keep changing things without waiting for answers. Did you read and follow my post?
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