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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. I might be able to do that with retractable lifting surface, will let you know
  2. I see it, just merged, will release this evening
  3. Yes, i would. I spend more time coding than playing, am relying on you guys for a consensus
  4. I see it, but I'm waiting to see what comes out of this EC usage discussion
  5. Define "current angle", please What would you expect it to do?
  6. New release, 0.6.7: Fixed crashes being counted 2x There still may be issues, please let me know if you see any odd counts.
  7. This came up when I found that both GameEvents.onCrash and GameEvents.onCrashSplashdown seemed to be called on a single crash. So what's the difference?
  8. I see that the vesselsDestroyed is incrementing too much, even in a single launch on a new game. will fix
  9. Log file, please, and in this case, your save file if possible. Very specifically, a vessel is counted if: There is a command module, SAS or ModuleSPU (from RT, I believe) It crashes or it splashes down and is destroyed I'd have to look at what Stage Recovery is doing when it recovers vessels. KRASH doesn't do anything, but I'll have to check to see if when it reverts, the vesselsDestroyed count is reverted as well
  10. New release, 0.1.8.2: Fixed issue where some settings weren't carrying to different scenes
  11. I believe that credit cards are handled by PayPal
  12. Are those the deployable wings from RobForrest? Do they change their lift depending on whether they are deployed or not?
  13. I assume the new version is the Galactic Expansion? If so, do you want to add it to CKAN?
  14. I just updated the OP and added a comment about it. Glad it's working for you
  15. You probably don't have the sheels oriented properly. The arrow (V) needs to be pointing down
  16. Was revamped to Free IVA, and @pizzaoverhead was working on it, but it's a WIP:
  17. This wonderful little (not so little) mod was originally written by @Rubber Ducky back in 2013. It's been updated for 1.2 thanks to the efforts of @Astrofox and @MeCripp, I've adopted it to keep it going and get included into CKAN. Original thread is here: http://forum.kerbalspaceprogram.com/index.php?/topic/53486-024-bargain-rocket-parts-v11-bust-out-the-duct-tape-were-going-to-space/& Please note that this mod will modify the stock tech tree, and is probably incompatible with any of the custom tech trees available. After serious budget cuts at the Kerbal Space Agency, they turn to the one contractor they can still afford: Bargain Rocket Parts Inc. Features: - 34 brand new parts, mostly fashioned out of duct tape, cardboard, and whatever else we could find laying around for optimum cost-efficiency. - Full IVA for the BC-1 Space Box command module. - Tech-tree integration (using ModuleManager). - Includes four new science experiments. - Contracts! I imagine this mod is super unbalanced with the budgeting system, though License: This pack includes ModuleManager, initially created by ialdabaoth and now taken over by sarbian. Forum thread, including the source code, can be found here! Source code: https://github.com/linuxgurugamer/BargainRocketPartsRecycled Spacedock: https://spacedock.info/mod/1291
  18. Congratulations, it was a lot of work. I'll post any changes that I think are needed (as in the previous post)
  19. The following mods are possibly placed incorrectly: These are released mods, not in development. They are not development tools, although they can be used that way. The following mods are development tools. If you are going to list them here, then you need to indicate that they are complete and here TO BE USED FOR DEVELOPMENT, which is different than being under developoment
  20. Let me second (and third, and fourth) this statement. I am the maintainer of KW Rocketry. It was originally a community effort, with quite a number of patches to keep the original mod running. While working, it was very confusing, to the point that it was unmaintainable; there were at least 4 layers of patches, one fixing the previous, etc. It was a big pain to finally merge them all, I had to hack MM and then write some C# code in order to get merged code with the comments still intact. You should only use MM to make changes specific to specific mods, but the core files should be stable. And, finally, thank you for keeping this going. It was one of the first mods I installed, and used to be one of my favorites. I've gotten requests to do this, and am very happy to refer them to this thread
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