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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. I have it working on 1.2, but need to get clarification on the license. He states that it is both GPL and ARR, so I don't know if I can release this or not
  2. No, it won't. Due the the way the game puts vessels on rails when not in close proximity, it can't deal with a constant-acceleration ship, unless you intend to only have a single ship in view and in flight, under power, at a time
  3. Surround them with try/catch for now, worked for me with VOID
  4. Why don't you post some screenshots explaining what you are trying to do.
  5. LOL I had downloaded the Retrofuturev1.7.2b, but that is for KSP 0.25 I just got the TransparentPodsv1.2.2, thanks This is way down on my to-do list. But I liked them, and if I ever get some time may take a stab at resurrecting them
  6. The supernatural planetary travel won't work in KSP due to the basic underlying structure of the game. Politics is a totally different game, would essentially be a new game (lots of work) Automated Space construction and automation is interesting and doable, but would need a lot of design work Surface and space events is also interesting
  7. Try putting the ports together by themselves. put one on a vessel, the put the matching one on top of it, the put other parts on the second port
  8. Why don't you add the CTT, and drop the historical progression? CTT is much more logical
  9. I know. but if you don't want to do the maintenance, I wouldn't mind taking over the support.
  10. I know, but unfortunately, this is VOID, which I didn't write(written by @toadicus ), and the code is currently looking at all assemblies. Eventually I'll probably see if i can fix that but for now, this works.
  11. it's on my backlog, you can see it on my Google Mod spreadsheet listed below
  12. I got it fixed as well, need to put a try/catch around the offending code
  13. I'm interested in feedback, both as to how it works, and possibly ways to improve it. Thanks not everybody uses kOS
  14. Just released 0.2.0 Fixes Autoabort Added dialog to give the ability to do one of the following: Cancel autoabort Reset autoabort timer Abort immediately Think of what happens in real life. Actually, think about Apollo 12 (I think), where lightning struck the capsule, and the abort was in the hands of the astronauts By having the dialog, the player will have a limited amount of time to make a decision. In the event that it's not a significant failure, for example, a failing fin, the player can cancel it,etc
  15. First, I don't want to make the settings too complicated. Second, even an engine failure can be saved, depending on what's happening.
  16. Well, the way it's written, I don't know the name :-( So I'll leave it that way for now, until I get a better handle on it. Thanks
  17. The abort is broken in the current release. I have a working version, but need to add a way to cancel the abort, since many failures don't need a full abort to be done. so, I'm thinking of having a large button to be displayed with a countdown to abort, clicking the button will cancel the abort. Any other ideas are welcome.
  18. There are other mods to do that. Do you have anyting attached to the abort action? Go into the settings, and you can disallow each of the specific failure types. I'll take a look at the abort stuff later
  19. Bad build, look for an update in a few minutes: 0.1.2.2
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