Jump to content

linuxgurugamer

Bug Hunter
  • Posts

    24,896
  • Joined

  • Last visited

Everything posted by linuxgurugamer

  1. Not really. It's written in Ruby, i believe, and I don't have any knowledge of that, nor do I have time to sit down and learn it. Sorry
  2. Someone else had done it, but hadn't updated the version number, I'm doing that now Do you think you could add an AVC .version file, to make this automatic? Edit: Change is done, this may take a few hours, depending on the daemons
  3. I was just curious about your comment. I don't do stuff like this, but am following it with interest.
  4. @Boris-Barboris Can you help with this? I'll add them, but good definitions would be helpful.
  5. A bit more detail, please. Please realize I'm not too familiar with this yet. So, regarding my questions, I'll leave it in the VAB, automatic updates will be a toggle (already have that working). and, CKAN will be done as soon as I have a release. I found a couple of small bugs which I've fixed, also some other internal optimizations I want to take care of. Basically, bring this mod in line with my other mods, both in packaging, build, etc.
  6. Give me an idea as to what you need logged. If it's not too difficult, I'll see if I can get it in there tonight
  7. I was afraid of that. I don't have the time now, so will have to put this on the side for now. Thanks for looking
  8. I'm working on an update to this (with @Boris-Barboris permission and approval). Couple of questions: Since this is for planes, should I not allow it to be shown in the VAB? Should there be a way for the graph to be automatically updated after changing something? If automatic updates are possible, would you want to be able to enable/disable them in the SPH, or should it be a global config option? Thanks
  9. This is a continuing revivial of the old BOMPs thread. The mod was originally made by @Ted, and revived by @jinks for 0.90, original thread here: http://forum.kerbalspaceprogram.com/index.php?/topic/70837-0900-the-bolt-on-mission-probe-bomp-revival-thread/ I now present to you BOMPs for the modern age What the heck are BOMPs? Bolt-On Mission Probes are unmanned command modules or probe cores. They have been created by Ted in a time when the currently available probe cores didn't yet exist. Since then they have kind of fallen by the wayside. Ted is certainly occupied with his job as QA Lead at Squad and when stock probe cores were added, BOMPs weren't needed so sorely any more. When partconfigs got updated, KSP gained features and the landscape changed, BOMPs stopped working. The stats are pretty much in line with the stock probe cores. Why would I use a BOMP instead of a standard probe core? You remember them from when they were the only option and are a bit nostalgic. You think they are prettier than the standard probe cores. (Hint: They are!) You need a 3.75m stack probe core. You just feel like it. Where can I get my very own set of BOMPs? Download the latest release over at GitHub: https://github.com/linuxgurugamer/BOMPs Spacedock: https://spacedock.info/mod/1354/BOMPs License: CC-BY-NC-SA 4.0 What does a BOMP look like? From left to right: BOMP-XL (3.75m), BOMP-L (2.5m), BOMP-Mini (1.25m), BOMP-Nano (0.625m). Enjoy!
  10. Sorry, I forgot to do this, working on it now. It would help if you added a .version file. Not absolutely necessary, but help both AVC and CKAN to know when new versions are available
  11. New release, 0.1.19.2: Fixed Tweakable Gimbal to not be disabled at start (with a range of 0) Fixed some log spam, thanks @Kerbas_ad_astra
  12. Look on kerbalx.com Ummm, you use docking ports to dock. What do you need beyond docking ports?
  13. New release, 0.3.12: USI-LS compat, thanks @voicey99 Adds Habitation values to the cabin modules and turns the non-tank service modules into recyclers (inc. the MIA SM250).
  14. I was trying to have the Suicide Burn mod work on vessels which aren't the active vessel; ie: dropped probe, etc.
  15. @Kobymaru@Kobymaru Have an odd question: Right now, Trajectories calculates the impact position of the active vessel. Do you think it's possible to do that for another vessel which isn't the current active vessel?
  16. New release, 0.2.18: Fixed bug where the blocked part titles weren't being shown in the editor after leaving the editor and returning Added HideUnpurchased button to Mod Filter window, only active when in Science or Career
  17. A request/suggestion: Made a module which can be loaded, which checks to see how far the active vessel is. Keep this active until igg gets too fat away, or this one lands and/or is destroyed. This would be very useful for dropping probes. If you don't want to do that, would you mind if I use the code in a mod I'm writing do do suicide burns?
  18. Is the for everything, or can you turn it on and off as needed?
  19. Some details, please. Also, pics would be nice
  20. thanks for the report, I'm working on it. edit: Just released fix, see below
×
×
  • Create New...