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Everything posted by linuxgurugamer
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[1.12.x] Tweakable Everything Continued (replacement)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Yes, that was the "Added OPT docking ports" -
[1.12.x] Tweakable Everything Continued (replacement)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 0.1.19: Fixed TweakableDockingNode shield code to only activate on shielded ports, not all ports with animation Added OPT docking ports -
I got that. And, I've seen, up close and in person, a gemini and mercury rockets. Don't get me wrong, I'm not criticizing, just offering up my opinion. Others may (and most likely do) feel differently And frankly, I can see using these in a storyline, one where there are two competing space programs. By using these parts, it would definitely have a different flavor than the stock parts
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Final comment re. the TweakableDockingNode: Thank you to all who tested. I found the problem with the shielded code the other day, and just now figured out the issue with the OPT docking nodes. I've contacted @MaverickSawyer directly to test the fix before I release it. Now, back to BlueDog Design Bureau: @CobaltWolf The graphics you've posted look amazing. But, (and take this from me as a player, not a modder), I get the impression of more of a stone-age type of construction rather than modern rockets; the texturing makes those panels look very thick. I think that vessels built out of BDB parts will look great, but when you start to mix parts with other mods, there may be a bit of a clash of styles
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Continuing the discussion on the TweakableDockingNode from the Bluedog Design Bureau thread (old discussion was about here: http://forum.kerbalspaceprogram.com/index.php?/topic/122020-122-bluedog-design-bureau-stockalike-saturn-apollo-and-more-v11-razved-24feb2017/&page=325#comment-2993393) The problem seems to be that the OPT docking ports have two nodes which are unrelated to the docking port itself It does list what appears to be the name of the correct transform: controlTransformName=controlNode which TweakableDockingNode isn't look for (yet)
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Ok. So, I'm going to move this conversation about TweakableEverything to the correct thread here: I wasn't aware the old one had been lost :-( Anyway, I downloaded and installed OPT, I see the problem (node is there, but not usable) I think the problem isn't the Firespitter, but something else inthe part itself, I'll have to dig into it and see. Thank you @CobaltWolf for being patient with this side discussion, it doesn't belong here any more.
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Please see the continuation thread here. This is a replacement thread for the TweakableEVerything thread which was lost back in January This OP is not fully finished, will be filled out in a little while Ever wanted to open a shielded docking port in the editor, or start your ship with crossfeed disabled across your docking ports? Maybe adjust the ejection force of your decouplers, or open a solar panel? The poorly-named TweakableEverything exists to provide exactly such features. Shielded and lateral docking ports can be opened in the editor and fitted with other stackable parts. Decoupler ejection force can be tweaked, and solar panels can be opened in the editor. These options and more leverage the new Tweakables system for your fun and profit¹. Featured Tweakables: Docking Port Decouple Staging Toggle Docking Port Ejection Force Slider Docking Port "Magnet" Force Slider Docking Port "Magnet" Torque Slider Docking Port Re-engage Distance Slider Docking Port Shield Toggle EVA Thruster Pack Gimbal Range Slider Gimbal Reverse Control Toggle Intake Enable/Disable in Editor Parachute Deployment Time Factor Sliders Reaction Wheel Torque Sliders (Yaw, Pitch, Roll) SAS Autopilot Upgrade Slider (Career mode only) Solar Panel/Radiator Deployment Toggle Solar Panel/Radiator Sun Tracking Toggle Bonus Features: Docking port "Control from here" now available for use in action groups. Resource flow enable/disable/toggle now available for use in action groups. Gimbal "reverse control" available for use in action groups. TweakableEverything is so named not because it makes everything tweakable (that would be ludicrous), but because it is Everything that I have made Tweakable. But, since you might not want all of it, I have broken things out into separate libraries. If, for example, you don't want TweakableSolarPanels, just delete TweakableSolarPanels.dll and TweakableSolarPanels.cfg from your TweakableEverything folder. I won't be offended -- promise! COMPATIBILITY: The TweakableGimbals module is known to be generally incompatible with HoneyFox's TweakableGimbal, which provides a more advanced set of tweakables for gimballed engines. If you are interested in using HoneyFox's TweakableGimbal alongside TweakableEverything's other functionality, just remove or don't install TweakableGimbals.dll and TweakableGimbals.cfg from the archives below.
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Look at texture replacer, it may already have been done
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[1.12.x] Danger Alerts Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 1.3.2: Fixed nullref when starting game -
Ok, thank you all for your patience. I was able to reproduce the problem fairly easily, thanks to all who provided assistence and information. Here is a new file which fixes the issue: https://www.dropbox.com/s/tvjgtzzug4ma86f/Fusebox-b2.zip?dl=0 I'd appreciate your testing it before I release. Thanks
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Ok, i found the problem with the Tweakable Docking Node, would appreciate it if those of you who tested the previous file, take a few minutes to test this one: https://www.dropbox.com/s/tp9u1aztbjml84w/TweakableDockingNode-b2.zip?dl=0 Thanks Please keep in mind that I need your help, there is no way I can test everything. I tested what I can, but I don't have OPT installed, among other things.
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Yes. Who knows, when 1.3 drops, it might be doable again
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