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Everything posted by linuxgurugamer
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Great, thanks
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I did not mean to offend you, for that I am sorry and apologize. Maybe selfish is too harsh, but I was unable to think of any other word at the time. I've been burned by helping another modder fix and improve his mod, and when he just stopped updating it, the mod just died because of the ARR license he had on it. Lgg Thanks, I'll take a look
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Here is an updated version of TimeControl: https://github.com/linuxgurugamer/TimeControl/releases/tag/2.5.0 Among other things, the minimize code was removed
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Ok. I'll get the AssemblyVersion code in there, along with a sample .version file, will then push it to you
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Log file, please
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Sharing is not selfish, the ARR is, in that it disallows any other distribution, usage, modificdation, etc.
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Will file on Github: Take Command and Vessel Movers' Spawn Vessel function aren't playing nicely with each other REPLICATION STEPS Launch probe. Spawn vessel with command seat using VM and no kerbal is in the seat Place spawned craft on ground (still no kerbal) press escape and exit to space center click on craft missing kerbal and choose to fly it kerbal is in seat now Apparently, when VM spawns a craft like this, there will be a crewmember already in the protoModuleCrew of the part. This is wrong. Looking at the code, I see that you are adding crew to the vessel when spawning it, in this code: // Add the crew member if (part != null) { // Create the ProtoCrewMember ProtoCrewMember crewMember = HighLogic.CurrentGame.CrewRoster.GetNewKerbal(ProtoCrewMember.KerbalType.Crew); crewMember.gender = UnityEngine.Random.Range(0,100) > 50 ? ProtoCrewMember.Gender.Female : ProtoCrewMember.Gender.Male; //crewMember.trait = "Pilot"; // Add them to the part part.AddCrewmemberAt(crewMember, part.protoModuleCrew.Count); } This just doesn't make sense, could you at least make it optional?
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That is really strange, especially since the spawned kerbal in the VM vessel wasn't even selected. actually, if you place a probe, then use VM to spawn a vessel with a command seat, place spawned craft on ground (still no kerbal) ... press escape and exit to space center ... click on craft missing kerbal and choose to fly it ... kerbal is in seat now
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[1.12.x] Vessel Viewer Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New Release: 0.8.3: Added support for standard application toolbar for VesselViewPlugin Added Settings page for toolbar support -
Yes
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Minor update to change the tech required to initial I'm still hoping someone can make a nicer looking vent
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Ok, I have it, but I'm not going to do another release right now, working on something else. Besides, I think you should take that config out of the file so there won't be conflicts For now, just put the following in a file: @PART[O_seat]:HAS[@MODULE[KerbalSeat]]:FOR[TakeCommand] { CrewCapacity = 1 MODULE { name = TakeCommand minimumCrew = 1 } } and when i do the next release, delete it. Thanks, looks good. will be in the next release, in a day or so