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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. 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
  2. Nice mod, now I'll have to write cogs for all the mods I'm currently supporting. Thanks a lot for making yet MOAR work for me! Seriously, a great mod. I'll have my mods updated by this weekend (I hope)
  3. So it is working for you? No puffs outhe of place?
  4. Cool. Are you going to release this separately, or would you like to bundle it with an existing mod?
  5. 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
  6. @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?
  7. Thanks, that will be helpful. Did you try this: Use (Space+F). Jump+Use has the advantage of opening chutes on all Kerbals in range (good for mass ejects), ???
  8. 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 } }
  9. The next release of Take Command will be disabling the internal transfers to external seats. It will also have patches for the EVA Parachutes for all known external command seats.
  10. Got the PR, thanks. The message in the PR says something about fixing a UI. let me know if you can't, the big issue for me was the shader issues. For everybody, once @gomker gets all the shaders, I'll do a somewhat more official release.
  11. 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 } }
  12. I looked at the plane, it didn't have an ejection module installed, so unless you were using a patch to add the module to all parts, it won't work. I added an ejection module, and it worked. Please try it with the ejection module installed
  13. I just released an update, fixes the null refs when there was bad data in the ship file
  14. 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
  15. I have a Patreon set up here: https://www.patreon.com/linuxgurugamer Thanks
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