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Everything posted by linuxgurugamer
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
linuxgurugamer replied to Porkjet's topic in KSP1 Mod Releases
No, @Porkjet doesn't seem to be around anymore -
[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
linuxgurugamer replied to Porkjet's topic in KSP1 Mod Releases
Not really, more just making them work properly. Over time, I'll work on those also. But these are old mods, and I don't have access to the original models -
[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
linuxgurugamer replied to Porkjet's topic in KSP1 Mod Releases
I have a pack of 9-10 old mods which I'm working on updating and re-releasing, similar to what Tokamak did. -
It actually does, but the syntax is wrong. Look at the Kurrikane mod, most of the additional parts do that. But you need to say what is being replaced in the .mu file
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I have a similar problem. For various reasons its a Very large vessel, and there are somewhere between 30 and 50 icons in each stage. Total part count is approaching 750, and it is extremely unwieldy to work on the staging. So I'd like to see a discussion of the stated problem, and not talk about the reasons behind the number of icons
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Also, the models on this look really weird; for example, when getting back into the vessel, the kerbal is climbing on thin air rather than the side of the vessel. I also looked at the models for the wheels, and while I don't really understand everything I'm look at in Blender, it just looks totally different than anything else I've look at in Blender.
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
linuxgurugamer replied to Porkjet's topic in KSP1 Mod Releases
So you are running more then 80 mods? Cool. -
Looks like it's been fixed
- 2,176 replies
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- totm july 2019
- spacedock
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(and 3 more)
Tagged with:
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I'm looking for some help from someone. I have permission to revive an old mod, Farscape. It has 3 sets of landing gear, left, right and nose. The landing gear is set up for KSP 1.0 or 1.1 (not sure). Can someone help me get this updated for 1.2? Either using KSPWheel or stock KSP wheel modules. The configs which currently exist are: // All three gears have the following section MODULE { name = ModuleLandingGear BrakeTorque = 12 BrakeSpeed = 3 } // Only the nose gear has the following section MODULE { name = ModuleSteering controlAxisType = Forward steeringAxis = 0, 1, 0 steeringTransformName = Steering steeringLocked = false steeringCurve { key = 0 16 key = 10 9 key = 30 2 key = 100 1 } } Thanks in advance
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It was ARR because it didn't list a license, but I just got permission from @Odyssey to re-release it. See above The wheels are going to be a problem, may need some help on them
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Tokamak isnt around, and gave me his permission to continue this. Original thread is here: http://forum.kerbalspaceprogram.com/index.php?/topic/146633-113-tokamak-industries-refurbished-parts-v012-featuring-porkjets-hab-pack/ Download Source:https://github.com/linuxgurugamer/Tokamak-Refurbished-Parts Spacedock: https://spacedock.info/mod/1444/Tokamak Refurbished Parts License: CC-BY Available in CKAN A couple of weeks ago I found myself saddened by all of the orphaned/abandoned mods that have really cool parts which are no longer usable in recent versions of KSP, and seeing post after post of "Will anyone update this? Please?", and I noticed that a lot of them were under permissive licenses or even in the public domain. I decided to start mucking about with .cfg files, seeing if I could give them new life. I wasn't going to do any modelling or anything, just a bit of config tweaking. Well... one thing led to another, and I found myself learning Unity and Blender, which I had sworn I wasn't going to tackle. Whoops. XD After getting a lot of excellent help in this thread from some very helpful and patient folks, I'm making progress. I went from just trying to make a tweak here and there to doing some semi-original designing, mostly just to learn more. I've got a pile of old parts that I plan to "refurbish" and re-release, and I'm feeling more and more like I may be able to actually pull it off. Don't worry, I'm tracking licenses and authors carefully. I've gotten permission to use a few assets not in CC from the original authors, and even when they ARE CC or similar licensed, I've sought permission anyway, to be polite. Anything I release will be thoroughly documented in that respect. I have a lot of parts on my to-do list, as well as some totally original work, but I figure I may as well release what I have so far. If nothing else, it will be good to hear feedback about bugs, balance issues, and other problems as early as possible. I've already learned so much that the work I did two weeks ago seems very bleh to me now, and I'm sure what I'm doing now will also seem bleh later. If you have any feedback or criticism, hop on over to the development thread and please share it. Once again it is not my intention to EVER take credit for anyone else's work, but I want to take parts that are incomplete, don't interact usefully with mods, or just generally need some effort to download and get working, and make them easily accessible to everyone. Regardless of license, if you see any of your work here that you would rather I not include, please tell me and I will immediately take appropriate action Notice @Porkjetgave me permission to merge in his unreleased parts mod, IberiCoHabitation, merged in as of version 0.3.0 CHANGELOG ASSET CREDITS Supports * USI Life Support * USI Kolonization Systems * Connected Living Space * Extraplanetary Launchpads Supports Life Support mods Kerbalism Snacks Tac Life Support USI Life Support Requires * USI Tools * Module Manager
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
linuxgurugamer replied to Porkjet's topic in KSP1 Mod Releases
Then you are going to be very happy, because I'm putting this into a pack of revived mods I'll be releasing in a few weeks.- 589 replies
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At this point, I have 9 or 10 parts mods which I'm going to put together into a single modpack. It will be released as a single mod, with each one in a subdirectory inside the main directory. I don't want to reorganize Tokamak, so I'll leave it the way it is, will release these in a new mod release.
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[1.0.4] SciFi Shipyards [Discontinued]
linuxgurugamer replied to StarVision's topic in KSP1 Mod Releases
I can't "do it anyways", that would be violating the license. I may not like it, but it IS the license, and I have to respect it. Asking me to ignore it is asking me to break the law. -
[1.0.4] SciFi Shipyards [Discontinued]
linuxgurugamer replied to StarVision's topic in KSP1 Mod Releases
And yet another mod dies because of someone's ego. God, I hate these restrictive licenses on mods