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KSP2 Release Notes
Everything posted by linuxgurugamer
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New release: 0.1.11 Fixed problem with the Space+F key (Use + jump) not deploying parachute (0.1.5 fix got reverted somehow) Added AssemblyVersion code @NightOwl07 This should fix the Space+F, but I couldn't see any problem with the landing speed (ie: chutes were working). If that happens again, please try to replicate it with a minimal install before reporting it Thanks
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So it is working for you? No puffs outhe of place?
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[1.3.X] [Kopernicus] Cerillion
linuxgurugamer replied to The White Guardian's topic in KSP1 Mod Releases
Would it be OK for me to add it to CKAN? -
Cool. Are you going to release this separately, or would you like to bundle it with an existing mod?
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Hey, do you thing you can make one or two which would go with e Octosat mod, I'm supporting? Both gender neutral and gender specific would be nice
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@blackheart612 That is great news. I do apologize again for sounding offensive, it was not intended. I'm currently maintaining the NEBULA-Decals, I wonder if we could combine the two? or if it would even be worth it?
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You can use the following code to keep track of the F2 status: static bool F2 = false; public void Update () { if (Input.GetKeyDown (KeyCode.F2)) F2 = !F2; } public void OnGUI() { if (!F2) { // do your gui stuff here } }
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Contract Filter Continued - Discontinued (for now)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Not in 1.2, and I'm discontinuing this mod for now -
VV?
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I need a little help here. I have two MM patches, from two different mods. I need to integrate one patch into another, and am not quite sure of the syntax. First patch (primary patch): @PART[SeatHDCommand]:HAS[@MODULE[KerbalSeat]]:FOR[TakeCommand] { CrewCapacity = 1 MODULE { name = TakeCommand minimumCrew = 1 } Second patch (abbreviated): @PART[*]:HAS[#CrewCapacity[>0]]:NEEDS[VanguardTechnologies]:Final { %MODULE[ModuleKrEjectPilot] { %name = ModuleKrEjectPilot %ejectionForce = 100 } } So, what I need is to have the 2nd patch added to the first, so taht the module ModuleKrEjectPilot will be added if there is a part SeatHDCommand. I think this will do it, can someone confirm: @PART[SeatHDCommand]:HAS[@MODULE[KerbalSeat]]:FOR[TakeCommand] { CrewCapacity = 1 MODULE { name = TakeCommand minimumCrew = 1 } %MODULE[ModuleKrEjectPilot]:NEEDS[VanguardTechnologies] { %name = ModuleKrEjectPilot %ejectionForce = 100 } }
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[1.1.2] K2 Command Pod: Two Kerbal stock-alike pod (v1.4)
linuxgurugamer replied to jfjohnny5's topic in KSP1 Mod Releases
Well, it seems that @micha hasn't been around since the middle of December, and the original author hasn't been around since May 20. I'm going to wait until the weekend, at which time I'll fork and make a more official release with CKAN support -
I have a Patreon set up here: https://www.patreon.com/linuxgurugamer Thanks