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KSP2 Release Notes
Everything posted by linuxgurugamer
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It seems that from what I see in the Firespitter code (following in the Start function of the FSanimateGeneric class): //set up animation state according to persistent values anim[animationName].layer = layer; anim[animationName].speed = animSpeed; anim.Play(animationName); anim[animationName].normalizedTime = animTime; It always starts playing. Since it appears that this animation is an endless loop, the result is that it starts playing and never stops. I'm not sure if this is fixable. I tried using the standard ModuleAnimateGeneric, but it was even worse (crashed the editor)
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[1.1] Mk3 Hypersonic Systems release
linuxgurugamer replied to nestor_d's topic in KSP1 Mod Releases
Is this going to get updated for 1.2? If not, looks like a fairly easy mod for me to adopt. Let me know- 27 replies
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I have the following code: MODULE { //name = ModuleAnimateGeneric name = FSanimateGeneric animationName = mk2ringrotation actionGUIName = Toggle Spin startEventGUIName = Spin endEventGUIName = Reverse actionGUIName = Toggle Rotation eventAvailableEditor = False availableInEVA = true startDeployed = True playAnimationOnEditorSpawn = False } The animation is an endless animation. I can't figure out how to stop it, and to keep it from being played until started. Any suggestions?
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Two things: RealPlume seems to NOT have been updated since April 8. The current thread for it (http://forum.kerbalspaceprogram.com/index.php?/topic/130576-12x-realplume-stock-configs-continued-v0110-15102016) seems to be talking about a significant number of issues with 1.2. I suggest you report this over there.
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To all: You can ignore the following warnings in the log file: [WRN 12:35:17.835] Cannot create config from file 'D:\KSP Test\GameData\SXT\SXT_Fixes\Aviation\Command\Mk3Cockpit.cfg'. [WRN 12:35:17.836] Cannot create config from file 'D:\KSP Test\GameData\SXT\SXT_Fixes\Aviation\Command\OsaulPayload\OsaulPayload.cfg'. They are due to patch files which have everything commented out, and will be going away in the next version
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Logs, please. thanks. also, please try without real plume
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[1.9.x] EVA Enhancements Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
The applied thrust is meant to stop your movement. I'm not sure if that can be stopped, but I'll take a look. it will ave to a configurable option, I don't want to change the current mode -
[1.12.x] Bolt-On Screenshot System (BOSS) Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
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I'm fixing up the CKAN entry for this, and noticed that the Modulemanager dll included is totally wrong! You included the 1.1.3 version of MM. I also see a Firespitter dll, I suggest that you get that updated as well
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I have no idea. as you can tell, I've been rather busy
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Released revivals of two mods: BOSS, and SXT Continued. Also fixed bug in HullcamVDS Continued. Repackaged EVA Parachutes and Ejection Seats to stop log spam. Added optional patch to have ejection module added to all crewed parts without the ejector part
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Not yet. This is a beta, and until I'm satisfied, I'm not going to do that. Once it's stable, I'll look into doing that.
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This is a revival of the SXT - Stock eXTension mod, originally published by @Lack, the original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/71992-11-sxt-lacks-stock-extension-sxt-25-10apr16-basic-11-compatibilty/ Important Installation Instructions for 1.5 Some of the parts (see below) use some Squad textures. Unfortunately, in 1.5, some of the textures it uses have been moved into the zDeprecated directory, and are not directly accessible during loading. This causes some textures to be missing. To address this, I've provided a pair of scripts, one to be used on Windows and the other to be used on both Linux & OSX. These only need to be run one time Windows Instructions ==================== Open the SXT folder in Windows Explorer Double-click on the file Windows_CopyTextures.bat (note that on most systems, you won't see the .bat) Linux & OSX Desktop Instructions ================================ Open the SXT folder Double-click on the file: BashCopyTextures.sh Linux & OSX Terminal Instructions ================================= Change to the GameData/SXT directory Type the following: bash BashCopyTextures.sh Affected Parts ============== LV-T80 "Robin" Liquid Fuel Engine The hub and related pipes 3.75m Stage 3 Tank Updated for 1.2. The truck had some parts redone and works well, it includes the Bounce dll from the WorldCup mod (for the airbags), and RetractableLiftingSurface, which I wrote to support the folding wing. Given the size of this mod, I'm sure there will be some issues. Please let me know about them so that I can get them fixed. A great shout out to @Deimos Rast for doing a lot of the early legwork SXT - The Full Pack - Downloads Github link: https://github.com/linuxgurugamer/SXTContinued SXT-0.3.0 http://spacedock.info/mod/1030/SXTContinued https://github.com/linuxgurugamer/SXTContinued/releases It's on CKAN as well. Note that the wheels on the truck are very finicky, need to be attached with the arrow pointing down (V) Requires the Firespitter dll and the Firespitter Resources folder to be installed License: CC-NC-SA-4.0 SXT - Stock eXTension Apologies for the terrible abbreviation. I'm aiming to make a memory light 'Stock-a-like' expansion pack that relies solely using the MODEL{} to reference Squad's textures and get a lot of 'bang for buck'. Which means that the RAM usage is as low as you can get. It's expanded a bit, but I'm cutting down and reorganising to lower the usage some more. SXT Downloads This is the full pack, with a large number of parts.
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[1.12.x] Bolt-On Screenshot System (BOSS) Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
You beat me to it. Just uploaded one -
@Mach_XXII Can you respond, please?
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An older mod I'm reviving: Downloads Spacedock: http://spacedock.info/mod/1029/Bolt-On Screenshot System (BOSS) Continued Source code: https://github.com/linuxgurugamer/BOSS_Remastered License: GPLv3 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 https://www.patreon.com/linuxgurugamer This plugin allows you to take screenshots within KSP at a higher resolution than your current screen resolution, using a technique called 'supersampling'. Press 'z' to take a screenshot and 'p' to hide the UI. These are both rebindable in the config.xml file found next to your screenshots. Important: Note that on Windows, GeForce Experience users may want to remap the screenshot key, or remap the keys in the GeForce Experience. That app's default for screenshots is also Alt-F1, so you may wind up posting to your Gallery rather than saving to your KSP/Screenshots folder. Reviewed by Kottabos Games Screenshots can be found in "/GameData/screenshots". A massive thanks to SyNik4l for adding in many of the much desired features and giving the code a good clean-up. **Important Information** Using this plugin can require a lot of RAM. Thus, burst fire mode is restricted to a supersample value of 1 - a.k.a no supersampling at all. However, you can still use supersampling without restriction when not using burst fire. I recommend not going higher than 3 or 4; you may be able to pull off 5, but it may crash/freeze your game for a second. If the game freezes, you are not missing any frames. So just let the game sit while it processes. I have added a limiter on the screenshot key/button if your super sampling value is set higher than 1, mainly due to the KSP ram limit. This is to prevent multiple screenshots being taken too quickly causing you to go over the KSP ram limit and crash your game. The plugin checks for the image to finish processing. Then allows you to take more screenshots. You can override this limiter by toggling on the 'override limiter' button on the help window.(WARNING: By doing this. You are pretty much limited to 2 screenshots at a time(because it will crash if you take more). Though, you may still crash your game by doing it, everyone's computer is different, and everyone is using different Add-Ons/Plugins alongside this. In the end, it could work better for some than others. Just know by overriding that limiter, you are subject to crashes. **Burst Fire mode**: As explained above this is purely for automatically taking screenshots over a period of time. So no supersampling is allowed while this is toggled on. Thus you cannot change your supersampling value from one if the burst fire window is open. To use it 1. Toggle burst fire 2. Set interval(this field does allow point values - just make sure if for example you want .3 - You enter 0.3) 3. Set time frame to take screenshots - only whole numbers. 4. Hide UI with 'P' or with toolbar button 5. Press screenshot hotkey. 6. Do something cool to take pictures of!
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[1.11.1] Hullcam VDS Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Just released new version: 0.1.3: Copied patch from RPM Fixed patches for cameras in RPM Fixed Telescopes Fixed various offsets and rotations fixed names in files, so that L-Tech will now have the same camera name as Hullcam Got all cameras working with RP -
I'll do that then. I've updated the patch so it will overwrite what is in RPM, so you don't have to rush to delete it.
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I have a problem where a patch is being included in another mod, which I need to overwrite with some changed settings. Original patch: @PART[aerocam] { MODULE { name = JSIExternalCameraSelector cameraContainer = Cylinder_002 rotateCamera = 0,0,0 cameraIDPrefix = ExtCam } } Will this do that: @PART[aerocam]:Final { %MODULE[JSIExternalCameraSelector] { %name = JSIExternalCameraSelector %cameraContainer = Cylinder_002 %rotateCamera = 0,0,0 %cameraIDPrefix = ExtCam } } Thanks in advance
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You ended up with two autopilots conflicting with each other. Nothing I can really do about that. Would this make it possible to set up WP flight plans on the fly and be sort of like the rover autopilot in mechjeb...click the map to set the WP and then set the altitude in a different window? This would probably be a significant rewrite, which I'm not about to do at this time, sorry
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@MOARdV I'm having to make some minor changes to the file: hullcam-models-as-external-cameras.cfg I can either just include it with the latest version of HullcamVDS, and have you delete it, or send you the changes. Which would you prefer? If I include it, then you just have to delete it from your mod
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