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KSP2 Release Notes
Everything posted by linuxgurugamer
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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
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[1.2] [2016-10-28] Haystack Continued (v0.5.2.1)
linuxgurugamer replied to Qberticus's topic in KSP1 Mod Releases
Surround them with try/catch for now, worked for me with VOID -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
linuxgurugamer replied to nli2work's topic in KSP1 Mod Releases
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 -
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
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[1.11.1] Hullcam VDS Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
What keys do you want to use? -
[1.10] The Undockinator v1.1.1 - Undock your ships
linuxgurugamer replied to hab136's topic in KSP1 Mod Releases
Part Commander is in a new thread now: -
Kerbal kloning program
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[1.6.1] NodeHelper - tool used to edit node positions
linuxgurugamer replied to Felbourn's topic in KSP1 Mod Releases
I know. but if you don't want to do the maintenance, I wouldn't mind taking over the support. -
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.
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- power manager
- plug-in
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[1.3.0] Launch Numbering 0.4.0
linuxgurugamer replied to Damien_The_Unbeliever's topic in KSP1 Mod Releases
Very nice, a much simpler version of PDPN -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
linuxgurugamer replied to nli2work's topic in KSP1 Mod Releases
it's on my backlog, you can see it on my Google Mod spreadsheet listed below -
I got it fixed as well, need to put a try/catch around the offending code
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- power manager
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[1.12.x] Kerbal Launch Failure Revived
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I'm interested in feedback, both as to how it works, and possibly ways to improve it. Thanks not everybody uses kOS -
[1.12.x] Kerbal Launch Failure Revived
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
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 -
[1.12.x] Kerbal Launch Failure Revived
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
First, I don't want to make the settings too complicated. Second, even an engine failure can be saved, depending on what's happening. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
linuxgurugamer replied to nightingale's topic in KSP1 Mod Releases
thank you. Always nice to hear from the experts- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
linuxgurugamer replied to nightingale's topic in KSP1 Mod Releases
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- 5,225 replies
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[1.12.x] Kerbal Launch Failure Revived
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
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. -
[1.12.x] Kerbal Launch Failure Revived
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
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 -
[1.11.1] Hullcam VDS Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Bad build, look for an update in a few minutes: 0.1.2.2