-
Posts
24,937 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by linuxgurugamer
-
@5thHorseman has passed the maintenance of this mod over to me. Original thread is here: http://forum.kerbalspaceprogram.com/index.php?/topic/136173-ksp-1222016-12-13-all-yall-v0101-one-button-common-action-grouping/ We've all been there: You slap 48 solar panels on your ship, fly it all the way to Eve, and realize you don't have action groups set up. So you right click all of them and "Extend". Then you come in to Aerobrake, and you have to right click them all again to "Retract". And then once you've landed, sure enough, let's "Extend" them all again. NO MORE! Enter All Y'All, the one-stop, one-click extend and retract solution. It is ridiculously simple in implementation. Right click any solar panel (just like you would to extend it) and instead of clicking "Extend" just click "Extend All". Repeat with "Retract All". All Y'All also works with radiators and science, and may expand to other functions in the future. The following parts are now controlled by this mod: Antenna Cargo Bays Drills Radiators SAS Science Experiments (from a command pod) Science Experiments (from a Science Box) Solar Panels Note: This does not retract non-retractable panels, but the option's still there, and will retract any other panels on the same ship. DOWNLOAD: SpaceDock GitHub SOURCE: https://github.com/linuxgurugamer/AllYAll https://www.patreon.com/linuxgurugamer INSTALLATION: Within the install zip file is a GameData folder. Within that folder is an AllYAll folder. Put that folder in your KSP GameData folder. REQUIREMENTS: Module Manager (but what doesn't these days?) LICENSE: CC share-alike. Anyone is free to do anything they like with All Y'All's source, so long as they allow others to do the same. Thanks to KottabosGames for showcasing All Y'All on YouTube (why didn't I think to do that?) And also thanks to Chrizz for his review as well, that shows All Y'All working with non-stock science parts.
- 195 replies
-
- 15
-
-
[1.3.1] Docking camera (KURS) (14.feb.18)
linuxgurugamer replied to DennyTX's topic in KSP1 Mod Releases
Ok, I missed that, didn't come up in a search, thanks But the github code is still out-of-date. I decompiled the current dll, it is vastly different than what is up on Github. Many more files, etc. -
[1.3.1] Docking camera (KURS) (14.feb.18)
linuxgurugamer replied to DennyTX's topic in KSP1 Mod Releases
Couple of things: You need a license, both in this thread and on github, otherwise we don't know what we are allowed to do with it The source code on github does not appear to be the latest. the last commit there was on Oct. 9, while the last release on Spacedock was on Nov. 18 Edit: There is a license, my mistake for missing it -
I'll get it submitted this evening. CKAN is not windows-only, it is cross platform, and since it's c#, it is also cross platform Congrats, and thanks
-
[1.9.x] EVA Enhancements Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Ummm, if you don't reorient, how are you going to adjust your speed? -
[1.9.x] EVA Enhancements Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Yes, but think about what it takes to change your speed relative to an object. First you need to identify the speed AND direction the kerbal is moving, then you need to reorient the kerbal to point in the right direction, etc. It's not trivial. -
[1.12.x] Kerbal Launch Failure Revived
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Try enabling the mod first, in the video, the mod is disabled. I've just finished up some major bug fixes in other mods, I'll be able to look at this later this evening -
[1.9.x] EVA Enhancements Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
It probably would be, but that is beyond the scope of this mod. That essentially involves an autopilot, and is not trivial. -
KSP Just Doesn't Run Like it Use to
linuxgurugamer replied to sp1989's topic in KSP1 Technical Support (PC, modded installs)
Craft import was updated last night to fix that problem -
[1.2.x/1.3] MemGraph 1.1.0.3 - with Stutter Reduction
linuxgurugamer replied to Padishar's topic in KSP1 Mod Releases
To all who identified the issue with the memory leak in Craft Import, thank you for your patience. It's been fixed, thanks to @HebaruSan. I'd appreciate some confirmation that it is fixed.,thanks -
New release, many thanks to @HebaruSan for the fix: 0.8.6 added autoupdate of the AssemblyVersion Merged PR from @HebaruSan to fix memory leak
-
Oh, I use a custom logging script. But if you are going to add the limited fuel ability, why don't you just take a PR which will have everything all together? I just did a PR for you on Github, but if you want to look at it, the link is here: https://github.com/linuxgurugamer/EvaFuel
-
Full release: 0.2.12.1 corrected using the correct value for the gamescene Fixed delay after changing scenesAdded option to disable hover on icons in JC toolbar Fixed display of hidden buttons Updated some of the logging to only log errors in the release versionFixed nullref when no toolbars defined, this happend when changing scenes Added checks for empty file name when saving & loading blacklist file Added Debug mode (spams log file)Added a few checks to avoid a nullreff Fixed a rare null-ref related to the KerboKatz mods Added config file of blacklisted icons, currently only has Kerbokatz fixed issue where lists weren't saved when removing a button from a folder Removed call to close windows when changing scenes. Added menu item to blacklist a button and save it Fixed nullref when no toolbars defined, this happend when changing scenes Added checks for empty file name when saving & loading blacklist file Added Debug mode (spams log file), turn on/off in the settings Fixed issue with SEP where hovering over a button caused flickering Fixed menu size to adjust for the blacklist option Added dialog to confirm blacklisting button
-
[1.12.x] Automated Screenshots
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Missed the issue of deleting the files: new release: 0.7.9 Now deletes the loadmeta file as well as the sfs file -
[1.12.x] Automated Screenshots
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release: 0.7.8 Added AssemblyVersion updating code Fixed window showing up on the main menu after being in a game Fixed toolbar button showing up on the main menu -
There is a trick which can be used to open up a window. Essentially, have a toggle button, (on/off), when clicked, you can detect it and open up a new MonoBehaviour window.
-
I'm not sure how setting variables across mods works, but as part of the GameParameters stuff I'll be adding a bool that disables this mod for that save, so the "only 5 fuel until you recover and relaunch" mod should be able to just set EvaFuel to disabled for the save if it's enabled. (Edit: Assuming you want the mod to be able to automatically detect and fix conflicts, instead of relying on the user to ensure that they don't have both enabled at once.) That would be awesome. I'm going to need to get saving/loading stuff setup for a number of things in this mod, so It'll be great to have a comparatively simple example to consult. See the PM I sent. I've also mostly merged it in to your code (the full functionality, being that eva fuel is totally limited), I think it might be better to have that in the EVAFuel mod rather than two separate mods which do the same thing. Let me know if you want that, I can easily push it to github and merge. FYI, the code I sent you was based on an older version, just look for "kerbalEVAFueldata" I would also suggest breaking the settings out into a separate file. Would be easier to maintain, and for someone (ie: me) to write and add some code to a smaller, single-purpose file rahter than the beg EvaFuelManager.cs file
-
I'll look into this. The configure module doesn't 'initialize' any module. What it does, is it set isEnabled to false for those modules that are (A) included in a Configure setup and (B) whose setup is not the selected one. As I said, it was a brief look. It may be that when it's checking those modules, it isn't checking for a null ref some where
-
[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Lots of engines and other parts -
[1.9.x] QuizTech Aero Pack Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Pretty much sol. I'll contact someone about it, but I don't do modeling. It is possible to import into Blender, so I'll see if anything can be done. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
linuxgurugamer replied to tomek.piotrowski's topic in KSP1 Mod Releases
I'd like to know more about your plans for implementation. At least for inspiration. I don't have any, yet. But, Multiple parts. Lowest tech parts will use more EC than the highest tech parts -
[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Log file, and what instructions did you follow to install? Which file did you downlaod? -
[1.11.1] Hullcam VDS Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Not going to happen, I have too many mods. Best to use AVC, I always include the version file