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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Ok, for all patches where type = surface, I'm changing the default scale from 1 to 1.25 However, there are number of parts which don't have a default scale, so I'm not adding any to those, could you please check once I get the new release (shortly) New release, 0.3.11.1: Updated patch for tweakscale, setting defaultScale to 1.25 where it is currently set = 1 for those patches where type = surface
  2. I'll see if I can get to that soon. A patch or PR would be helpful, I'm rather busy right now
  3. Please be aware that due to changes in the dimensions between these parts and the parts in Better Science Labs, the included patch has the potential to break craft which are already built with BSL.
  4. New release, 0.3.11: Updated description of wheels Update Clyde internals with fixed textures, converted remaining png to dds, thanks to @Drew Kerman
  5. New release, 1.9.5: Thanks to @rakkhin for these changes: Fixed missing persistence on trigger direction code cleanups Log class changed to non-static to allow module specific titles Fixed speedometer speed never being zero Fixed multiple timers not working
  6. New release, 0.1.9 Removed EVA fuel code (probably causing those NREs) @Warezcrawler Please ping me when you post, otherwise I might miss reports (like I missed this one) Let me know if the new release fixes it.
  7. Kudos, but I wonder how difficult it really would be to swap engines like that. Regardless, a magnificent feat.
  8. Use CKAN to install your mods, and then use it to keep them updated. Only use mods that are up-to-date. Use mods from well known authors, and authors who are active. I running a 200+ modded game with no problems.
  9. This was talked about in another thread. There are so many problems with this, I can't even begin to start
  10. Then all I can say is, looks like an incompatibility. I'll add it to my Todo list, but it's pretty far down, especially with 1.3 around the corner. I will get the OP updated later to reflect this
  11. That's great! Either they will learn how to, or they will learn how hard it really is. A win for everybody.
  12. I'm pleased to announce the release of a new mod which better integrates the two mods FMRS and Stage Recovery. More details to come, but essentially, right-click on decouplers to show the properties, and click the Stage-Recovery button to cycle between the different available mods. This will enable you to select which mod controls the decoupled stage. Available settings are: auto - Let FMRS decide depending on it's options whether it will take control or not none - No mod should control this stage after staging FMRS - FMRS has control of this stage Stage Recovery - Stage Recovery has control of the stage License is MIT Source Code: https://github.com/linuxgurugamer/RecoveryController (folder inside FMRS) Download: https://spacedock.info/mod/1311/RecoveryController Mod will be installed automatically when you install the FMRS mod, no need to install separately. Available via CKAN as well. While initially targeted at FMRS and StageRecovery (because they are the only mods which deal with recovering stages after staging), the mod has been designed to work with any mod which would want to do the stage recovery. For modders, there is a file called "RecoveryControllingWrapper.cs", which works in the same way as the Blizzy Toolbar wrapper works. The file is documented, feel free to ask any questions here.
  13. New release, 1.2.3.8 Added integration with RecoveryController (new mod, integrates both SR & FMRS together when both installed) RecoveryController is a new mod I wrote to provide better integration between FMRS and StageRecovery, details are below. This is a brand new thing and there's a non-zero chance for bugs. If you test it out, let me and @magico13 know.
  14. What would it take to rewrite this in c#, and have it inside the game?
  15. Best to post, so that more than one person can help
  16. many things are nice. I direct you to the HyperEdit mod, which would let you do what you want. It works with KRASH
  17. I would venture to think that this would not work with KCT. And when leaving the VAB, I assume you have KCT installed?
  18. I can understand changing the type from stack to free, but why are you eliminating the defaultScale?
  19. New release, 0.6.8: Added generator aliases, thanks @philm-47 Added code to deal with Fuel Cells
  20. Ok, but the whole thing seemed like it. Look at it this way: A new player, with only a few weeks of play, claims to not be able to find any good space shuttle mods (there are several), and says he will be developing a new mod, from scratch, without any knowledge of what to do. I'm not bashing you, just pointing out what it looked like. Try to start with a smaller, simpler mod, before tackling a large project.
  21. Thank you all for your assistance. I needed this fixed before my stream this evening.
  22. Will you have an update out today? Only asking because I'm streaming this evening, and if you aren't, I'll do a local patch
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