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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. This is a development thread for the updating of LLL to 1.4.x . Original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/22926-lll-lack-luster-labs-development-thread/ Work has been done to update this New beta now available https://github.com/linuxgurugamer/LLL-Continued/releases/tag/1.4.0 Updated for 1.8-1.12 Replaced Firespitter with IFS Removed ModuleManager dll Removed Firespitter plugins Updated ModuleRCX to ModuleRCSFX and added in effects Please note the following: This REQUIRES Interstellar Fuel Switch, it is not included in the file This REQUIRES ModuleManager, it is not included in the file Known Issues Note that most of these issues are problems with the models. Since the models are long gone, they most likely will not get fixed ---------- Ground ---------- \Parts\Utility\LandingLegs\UndersideLeg\part.cfg - LLLUnderLeg collision mesh broken, part is flying no working leg modules, just ModuleAnimateGeneric \Parts\Utility\LandingLegs\Skid\part.cfg - LLLSkid animation state switched, starts extended no working leg modules, just ModuleAnimateGeneric part disabled \Parts\Structural\2x1\DropDownRampLeg\2x1DropRampLeg.cfg - 2x1droprampleg animation state switched, starts extended no working leg modules, just ModuleAnimateGeneric \Parts\Utility\LandingLegs\UndersideLegSmall\part.cfg - LLLUnderLeg2 no working leg modules, just ModuleAnimateGeneric \Parts\Utility\Largewheel\part.cfg - wheelMedLLL (LLL-Extra) skin flicker, looks deformed on model part disabled ---------- Utility ---------- \Parts\Utility\HatchDoor\part.cfg - LLLHatchdoor \Parts\Utility\Airlock\part.cfg - Airlockdoors \Parts\Structural\Building\BuildingDoor\part.cfg - LLLBuildingdoor Hatch obstructed. Collision mesh? parts disabled \Parts\Structural\2x1\WheelHousing\2x1WhHousing.cfg - 2x1WhHousing \Parts\Structural\2x1\WheelHousing_Long\Trackhousing.cfg - 2x1TrkHousing1 \Parts\Structural\4x2\WheelHousing\4x2WhHousing.cfg - 4x2WhHousing cylindric invisible border, where the wheels should be attached. Collision mesh? \Parts\Structural\TruckCab\TruckCab.cfg - LLLTruckcab \Parts\Structural\TruckCab\TruckCabTwin.cfg - LLLTruckcabTwin cylindric invisible border around cabin. Collision mesh? ---------- Payload ---------- \Parts\Structural\1x1\CargoBayLong\part.cfg - 1x1newcargo \Parts\Structural\1x1\CargoBayShort\part.cfg - 1x1newcargo1 \Parts\Structural\2x1\CargoBayLong\2x1Cargo.cfg - 2x1newcargo \Parts\Structural\2x1\CargoBayShort\2x1Cargo2.cfg - 2x1newcargo2 \Parts\Structural\2x1\DropDownRamp\2x1DropRamp.cfg - 2x1droprampcargo \Parts\Structural\2x2\CargoBay\2x2Cargo.cfg - part disabled - 2x2newcargo (LLL-Extra) \Parts\Structural\4x2\CargoBayLong\4x2Cargo.cfg - 4x2newcargo \Parts\Structural\4x2\CargoBayShort\4x2Cargo2.cfg - 4x2newcargo2 \Parts\Structural\4x4\4x4Cargo.cfg - part disabled - 4x4newcargo (LLL-Extra) impossible to attach on the inner bay surface, floating around a invisible cylindric border. Nodes can sometimes be used by smaller parts, but then not be detached. Collision mesh? ---------- Structural ---------- \Parts\Structural\2x1\EngineFairing\2x1EngineFairing.cfg - 2x1EngineFairing \Parts\Structural\4x2\EngineFairing\4x2EngineFairing.cfg - 4x2EngineFairing Jettison module not working \Parts\Utility\RotatingHab\part.cfg - LLLCentriHab Spins too fast in Editor Cannot stop spin, both in Editor and in Flight Until most of the problems have been fixed, discussions about updates for this will be here. Availability Download: https://github.com/linuxgurugamer/LLL-Continued/releases Spacedock: Not recommended at this time Source code: https://github.com/linuxgurugamer/LLL-Continued Install instructions: The 'LLL' folder (containing 'Parts', 'Ships' & 'Spaces') must placed in GameData Developers Please fork the Git repo and keep your copy up-to-date. Submit PRs, and please try to have the PR list what the changes are for. Updates will be done on an ad-hoc basis, both as I get PRs and merge them, and as I get more work done. I will try to post here when an update has been done Anyone who wishes to contribute, please contact me. Let me know what you are able to do and your skill level The more people who help, the faster this gets done. Contributors @linuxgurugamer @LeLeon Notes If you're not using tweakscale, most of the larger parts can be re-enabled by deleting 'GameData/LLL/LLL_PartDisableLargerSizes.cfg' Other parts are found in 'GameData/LLL/LLL_PartDisabler.cfg' You can either delete those files, or open them up and remove bit relating to the part you want. I've tried to keep it documented, so it's split into sections like '// ----- Additional Cockpits -----' Licence info Lack Luster Labs by Lack is licensed under Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0). Scroll down for download links ------ LLL ------ Inspired by shows and movies like Space: 1999 and Moon; the parts are big, boxy and in space (providing you get them out the atmosphere. You might want something like Extraplanetary launchpads).
  2. Hi everybody, This is a status update: Categories have been fixed Added stock internal antenna to all pods A spreadsheet has been made by @LeLeon detailing the work to be done All current changes have been uploaded to Github Anyone who wishes to contribute, please contact me. Let me know what you are able to do and your skill level The more people who help, the faster this gets done. Also, I'm probably going to start a new thread tomorrow for this. When I do, I'll post here and request that this thread be closed.
  3. I'm maintaining, not creating. If someone would like to make a part, i'd be happy to include it. Sorry
  4. New version released: 3.3.7. Please note that the Fine Adjust is still here Added code to toggle no offset limit to settings window Fixed code for toggling the no offset Limit Added automatic updating of AssemblyVersion, from the .version file, displayed in the Settings window Removed extra set of configs for the Reflection offsets Fixed bug with local offset vs absolute offset; Code was not using the local setting, was always using the absolute setting As always, report any bugs WITH THE LOG FILE. If the log file does not indicate the current version of the mod (see below), I will not do anything until the proper log file is provided. The log file will now contain the version of the mod, to make it easier to debug and identify which version is being used. KSP lists all DLLs, and the line will look like this: EditorExtensionsRedux v3.3.7.0 ModuleManager will report it like this: EditorExtensionsRedux v3.3.6.0 SHA256 b8107b47a3eaad2e38d6b9674eca203718400dab7f7fd3ebe5f37c57df5b4edd Please note that the only way to disable logging is to add the following parameter to the command you use to start the game: -nolog If you are not getting a current log, and you are positive you are in the correct directory, then you must check how you are starting the game.
  5. I asked Squad, and Squad contacted the FSF, they were essentially puzzled about it as well. Doesn't really matter. If the author contacts me, I'll follow his wishes.
  6. No need, I've been able to replicate this problem. It looks like it's keeping the original placement, so when you go local, it uses that. Thanks
  7. I've released an updated version for 1.2 with significant improvements here:
  8. This is a revival of the old Kerbal Object Inspector mod. Original thread is here: http://forum.kerbalspaceprogram.com/index.php?/topic/129030-ksp-10x-kerbal-object-inspector-view-all-game-objects-in-ksp/&do=findComment&comment=2344482 The new version for KSP 1.4.1 has new dependencies New Dependencies Click Through Blocker ToolbarController CKAN has been updated to install the dependencies, if needed The original author, Nifty255, had an ambiguous license reference, he listed two licenses which were contradictory. After consultation with Squad, I have decided to release this using the GPLv3, which is the original license listed. In the event that Nifty255 contacts me and requests that I discontinue this mod, I will do so. FEATURES: Kerbal Object inspector is a plugin which allows mod developers to see exactly what's going on in the background of any game scene by listing every game object and their properties. Easy to use interface. Lists all game objects, mesh or not. Organizes game objects based on the Unity hierarchy. Child objects are displayed indented under parent objects. Displays transform and other component information for any game object. Efficiently renders a wireframe on any game object with a mesh. Objects that are a parent of the selected object have dimmer wireframes. Highlights part mouse is over (in Object Inspector window) Selects the part the mouse is over in the Object window Can lock object window to not change when moving mouse over scene Download: https://spacedock.info/mod/1040/Kerbal Object Inspector Continued Source code: https://github.com/linuxgurugamer/KerbalObjectInspector License: GPLv3 https://www.patreon.com/linuxgurugamer Improvements over the original: Fixed Nullrefs Added toolbar button to activate/deactivate it Made it active only in game scenes Fixed display of wireframes Added display of part mouse is over Added locking of display (so that moving the mouse over something else won't change the display)
  9. Hi all, I've incorporated @LeLeon's patches and pushed the changes. While still a long way from a 1.2 quality release, you can get it from here: https://github.com/linuxgurugamer/LLL-Continued/releases Right now I don't have a lot of time to work on this mod, too busy with others, but will gladly accept PRs on Github. I'd rather not have them be MM patches. Thanks
  10. SXT updated, and also has an updated Firespitter for 1.2.1
  11. The Subect of the OP still says 1.1.3, all I meant was that it should be updated to show 1.2
  12. I hope the new version is working better for you. This release is better than the quickie I sent you
  13. Is there any way, that I can have some code insert a staging action into the staging list?
  14. Those are the standard definitions used by KSP. You can pretty much use what you want. Sometime in the future I'll be adding a way to configure the keys on screen.
  15. Look. it wasn't working in 1.2. A couple of people asked me to get going. I did. I also improved it, the ui was a little clunky. I will be VERY happy to push my changes back to him if/when he comes back and lets me know. In the meantime, there is a working mod with support for people who want/need it.
  16. It hasn't been updated in over a year. If he comes back, I'll gladly pass it back, but I had a few requests to get it working, and also improved the UI a bit
  17. New release, adds remappable screenshot key. Also added note to OP about the GeForce Experience
  18. This mod has been revived, new thread here:
  19. A revival of an old mod, ImageViewer, with improvements The new version for KSP 1.4.1+ has new dependencies Dependencies Click Through Blocker ToolbarController CKAN has been updated to install the dependencies, if needed. Download: http://spacedock.info/mod/1037/Image Viewer Continued Source code: https://github.com/linuxgurugamer/ksp-img_viewer License: GPLv3 https://www.patreon.com/linuxgurugamer This is a plugin to view images ingame (Delta-v transfer plots? this?). Uses toolbar if available, if not you can open the viewer by "Alt + i" or the images list by "Control + i" , put your images in "GameData\img_viewer\Plugins\PluginData\Images\" directory. Features: -Just an ingame image viewer. -Remember last image open, windows positions and visibility status. -Zoom. Screenshot:
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