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KSP2 Release Notes
Everything posted by linuxgurugamer
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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
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[WIP] Nert's Dev Thread - Current: various updates
linuxgurugamer replied to Nertea's topic in KSP1 Mod Development
Regarding a comment you made: This 1.2 update is getting a bit frustrating. I can't seem to override the Launch button anymore, so that's a real downer. I might have to change things to an "on the pad" filling method Take a look at the code for KRASH, both current and the old code from Holodeck, it might help -
[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
linuxgurugamer replied to Probus's topic in KSP1 Mod Releases
@Probus Is the YongeTech mod rebuilt for 1.2.2? I looked at the github, first, I couldn't find the source for this, can you please tell me where it is? I was going to take a quick look to see if I could find a fix for the bug mentioned in the previous post: I believe this: When parts are detected in several nodes, it behaves like a AND, thus both nodes must be researched before the part can be used by the player. Thanks- 1,028 replies
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A quick search showed the following: http://forum.kerbalspaceprogram.com/index.php?/topic/60380-12x-kerbonov-kn-2-cockpit-module/&do=findComment&comment=906034 http://forum.kerbalspaceprogram.com/index.php?/topic/150837-12-rekt-escape-pod-mod-v042-beta/&do=findComment&comment=2823487 http://forum.kerbalspaceprogram.com/index.php?/topic/122102-122-contares-181-with-addons-for-tantares-and-tantareslv/&page=1
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yes it does
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Nope. Although there seems to be a funny graphics bug in KSP now, in that the smoke trails follow the vessel (actually above the vessel) as it ascends
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And if you used CKAN, you wouldn't have to go hunting all the mods, the installer will do it for you, for all the mods that are registered with it (most of them)