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KSP2 Release Notes
Everything posted by linuxgurugamer
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The nodes were fixed. Look at this video to see how to do it:
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[1.9.x] K2 Command Pod: Two Kerbal stock-alike pod
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release: 1.1.7 Added RealFuels cfg -
I replaced the FOR with NEEDS, and if/when RF adds it, I'll remove it from K2 Thanks
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[1.1.3] FlagRotate - Adjust flag orientation
linuxgurugamer replied to xEvilReeperx's topic in KSP1 Mod Releases
New release for 1.2: Please move all discussion to the new thread @xEvilReeperx, could you request that this thread be locked? -
Continuing @xEvilReeperx nice mod, original thread here:http://forum.kerbalspaceprogram.com/index.php?/topic/99535-113-flagrotate-adjust-flag-orientation/ With this addon, you'll be able to spin your flag around on its pole while in EVA to face whichever way you'd like. Changes are persistent. Applies to all flags. Angle and button names adjustable in the config. Download from Spacedock: https://spacedock.info/mod/1209/Flag Rotate Source code: https://github.com/linuxgurugamer/ksp_flagrotate License: MIT https://www.patreon.com/linuxgurugamer
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First, delete the mod, and then delete the entire directory by hand: GameData/NSS then try installing via CKAN again. Regarding the direct download, I have no idea where you are getting that "clicknsee". What link are you clicking on? I just tested the links on the OP of this thread, and didn't have any problem Added it as an enhancement request.
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[1.1.3] FlagRotate - Adjust flag orientation
linuxgurugamer replied to xEvilReeperx's topic in KSP1 Mod Releases
I just heard back from him, he gave me the go-ahead, I'll be getting this up later this evening -
What version are you running? And it looks like there are three tech nodes required, general construction and engineering 101 and advanced motors. And just saying the nodes are broken is somewhat useless. Pictures, examples, etc. Need more description I'll look into changing the research nodes
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[1.9.x] K2 Command Pod: Two Kerbal stock-alike pod
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Thank you -
[1.9.x] K2 Command Pod: Two Kerbal stock-alike pod
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
@Phineas Freak is working on adding this to both RO and RP-0 -
[1.9.x] K2 Command Pod: Two Kerbal stock-alike pod
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
It seems that you have installed the RSS/RO/RP-0 suite of mods but this mod is not supported by them (it is getting a generic RF support but has improper RO support). I suggest you contact them re. that support. About the RealFuels, I got some help from the RF thread, I'll see if I can get it taken care of this evening -
@NathanKell Any chance to get this included in RF or should I add it to the K2 mod? @Phineas Freak Thank you
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[1.9.x] K2 Command Pod: Two Kerbal stock-alike pod
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I'm a bit puzzled, did you install something to have the Mk1 pod take more supplies? I looked at RF, and don't see anything referencing that part. and what is the "Non Rp-0 coming from? Also, re. the amount of supplies, keep in mind it's a narrow pod for 2 kerbals. You really need to add a service module (ie: tanks) to it. I've asked for help in the RealFuels thread -
I've gotten a request to have the K2 Command Pod supported in RF: http://forum.kerbalspaceprogram.com/index.php?/topic/155013-12-k2- I haven't the foggiest idea what would need to be done, could someone take a look and let me know? or, just get a config added to RF? Thanks
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[1.9.x] K2 Command Pod: Two Kerbal stock-alike pod
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I'll have to take a look at RealFuels -
and yet he was just on 3 hours ago. I'll send him a PM
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I have the Grand Tours working, but before I release the fix, I have a few question: The only prerequisite right now is to reach space. I think there should be more, so for the following types of missions, what do you suggest the prereq should be: Inner Planets Outer Planets All Planets Currently there is a max of 4 of these missions at a time. Which means that even if all 12 are possible, you will only see a max of 4 available in the Mission Control. Is this reasonable, or should I just allow all to be available? @Stratickus I still need the answers to the questions I asked.
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I'm looking at this now. How did you install the contract pack, CKAN or manually? I'm starting with the Unmanned Contracts. When installed by CKAN, I'm not seeing what you are seeing. I don't see any errors, and the contracts are showing up in the CC All tab in Mission Control So, now I'll need your logs, and also a screenshot of the following directory folder: GameData GameData\spacetux GameData\ContractPacks GameData\ContractPacks\Spacetux GameData\ContractPacks\Spacetux\UnmannedContracts and what's in the following file: GameData\ContractPacks\Spacetux\UnmannedContracts\UnmannedContracts.version Finally, if you downloaded it, where did you get it from? I do, however, have a problem with the Grand Tours contracts, they go in the NO_GROUP folder, but other than that, I haven't seen any errors yet with them.
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[1.7] KVV - Kronal Vessel Viewer = Exploded ship view
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I've contacted them, will see if they respond -
[1.1.3] FlagRotate - Adjust flag orientation
linuxgurugamer replied to xEvilReeperx's topic in KSP1 Mod Releases
It's easy to do, but did you consider contacting @xEvilReeperx first? He is still around, was just on about 31 minutes ago. I have it working, but will not release this until I contact him -
[1.1.3] FlagRotate - Adjust flag orientation
linuxgurugamer replied to xEvilReeperx's topic in KSP1 Mod Releases
I'll take a look