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KSP2 Release Notes
Everything posted by linuxgurugamer
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This was for the Kurrikane, which I released. My original idea was to have the original probe, and then, as more science researched, to add more capabilities to the probe itself. This had a problem in that the right-click menu got too big when all the science was there. I went a different route and created 4 new science parts, using @roverdude's model of the science package for his Sounding Rockets mod (with permission). Then I added attach nodes in appropriate spots on the Kurrikane, so now those parts become available rather than having to play around with code and adding modules on the fly.
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pasting links inline = annoying issues
linuxgurugamer replied to Waxing_Kibbous's topic in Kerbal Network
Never saw this before. Then again, I always put a return after links -
[1.12.x] Tweakable Everything Continued (replacement)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
My understanding is that it should. Re. the starting with it set to zero, I'll have to do some investigation, not sure about that -
[1.12.x] Tweakable Everything Continued (replacement)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Control the gimbal range on engines -
Highlighting Autostruts
linuxgurugamer replied to LoSBoL's topic in KSP1 Suggestions & Development Discussion
No confusion. I've gotten requests for 1.2.9, so I mention this all the time now -
The Tower of Barad-Dur
linuxgurugamer replied to Ozymandias_the_Goat's topic in KSP1 The Spacecraft Exchange
Or autostruts -
Highlighting Autostruts
linuxgurugamer replied to LoSBoL's topic in KSP1 Suggestions & Development Discussion
Thanks. But, sorry to say, I'm not doing anything with 1.2.9, waiting for 1.3 to drop -
Dumb things found on the Internet
linuxgurugamer replied to The Raging Sandwich's topic in The Lounge
Gaaah. Not just astronomy class. A tomato IS a fruit -
Oh, sorry. I'll defer to @blowfish for this
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No, this is not included. I'll be updating the ckan info to make this a recommended mod for KW
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And you can now display all of that using the Loading Screen Manager
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So far, in my testing, I've had a huge horizontal component (ie: flying almost parallel to the surface) and it lands ok. I'm having an issue right now with the final moments of the landing, but think I know how to fix. ======================== Question for people: Would you like the ability to flip control over to MechJeb for the final landing? The flip would be automatic (assuming the option is specified) What current behaviour? If you don't have Mechjeb&Ker for all, you still need to add parts ======================== One more question for you all: Right now I'm just using the right-click popup for the UI, but it's getting rather crowded. So, i have two ideas: Button on right-click to open UI window, removing all other UI fields for this from the right-click and put it all into a window Toolbar button to open UI window for current vessel I'm also open to any other ideas.
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[old thread] Trajectories : atmospheric predictions
linuxgurugamer replied to Youen's topic in KSP1 Mod Releases
@Kobymaru I just did a PR for you, the change was done to expose the end time value in the API -
Are you going to be maintain and releasing this? or would you like me to add it back into SXT? Pinging @Aerospacer