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KSP2 Release Notes
Everything posted by linuxgurugamer
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Sarbian was a short-term hire specifically for the 1.2 release. Of course he is leaving, 1.2 is being released. No, due to legal reasons. If, for example, they say that this group left because of contracts ending, but another person leaves and they don't say anything, that can imply something. By not saying anything, they are protecting both themselves AND the employees who have left.
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[1.0.2] Kerbal Launch Failure v1.0.0 (5/29/2015)
linuxgurugamer replied to stevehead's topic in KSP1 Mod Releases
I can probably do it either or both ways, but, related to career, I would have to have a part which can then be unlocked in career. I'm not a modeler, would someone be interested in making a part for me? -
I did the same typo/mistake on one of my threads also
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[1.0.2] Kerbal Launch Failure v1.0.0 (5/29/2015)
linuxgurugamer replied to stevehead's topic in KSP1 Mod Releases
Kerbalstuff has been down for months. The github link is still good The author, @stevehead, hasn't been around since May 7. I'm working on a 1.2 revival, but it isn't ready yet. When it is, I'll start a new thread for it This is from the old Kerbalstuff archive, I have no idea whether it works for 1.1.3, it was uploaded on May 27 https://drive.google.com/file/d/0Bzid7e3pW1k7dThfV21TTzBzUm8/view?usp=sharing -
[1.0.2] Kerbal Launch Failure v1.0.0 (5/29/2015)
linuxgurugamer replied to stevehead's topic in KSP1 Mod Releases
This....is interesting. I hadn't thought about adding a career element to it. -
[1.0.2] Kerbal Launch Failure v1.0.0 (5/29/2015)
linuxgurugamer replied to stevehead's topic in KSP1 Mod Releases
Interesting ideas, let me address them: 1 & 2: Currently there is a base chance for a failure, of 2% every launch. It checks the odds every launch, and 2% of the time, there will be a failure 3. It currently selects one of the active engines, be it rocket, SRB or jet. The control surface is a nice idea, and easily doable 4. Currently, it works by causing an overthrust condition combined with an overheat condition, which then causes an explosion Reduced control authority. Not so easy to do. Radial decoupler comes loose. Not too difficult Underthrust. I'll have to see, but offhand, not so easy 5. It's already doing an overthrust/overheat, fairly quickly, but with enough time for a player to be able to respond and cut the engine. I'll think about this 6. I'm not going to have anything insta-fail. That being said, you have an interesting idea here 7. Don't think so. This isn't an rpg :-) 8. No. Only relevant if #7 is done, and I'm not going to do that -
[1.0.2] Kerbal Launch Failure v1.0.0 (5/29/2015)
linuxgurugamer replied to stevehead's topic in KSP1 Mod Releases
That's the idea -
[1.6] Davon Throttle Control systems mod [v088]
linuxgurugamer replied to PrivateFlip's topic in KSP1 Mod Releases
Actually, that error, while referring to a stock part, is being caused by a mod, CrewManifest -
[1.0.2] Kerbal Launch Failure v1.0.0 (5/29/2015)
linuxgurugamer replied to stevehead's topic in KSP1 Mod Releases
I'm adding the following: autoAbortDelay A time delay between the failure and the abort sequence being triggered, only if autoAbort = true preFailureAlarm An alarm will go off the specified number of seconds before the failure I also want to get a UI so that config files don't need to be edited. Am open to other suggestions -
[1.6] Davon Throttle Control systems mod [v088]
linuxgurugamer replied to PrivateFlip's topic in KSP1 Mod Releases
You have lots of errors in the log file: IndexOutOfRangeException: [PartCrewManifest Error]: seat index out of range: i = 4 while Mark1-2Pod has 3 seats at PartCrewManifest.AddCrewToSeat (.ProtoCrewMember crew, Int32 seatIndex) [0x00000] in <filename unknown>:0 Before you start playing with this mod, you really should resolve these errors -
[1.1] Probe Low Power Mode - Hibernation mod
linuxgurugamer replied to JoePatrick1's topic in KSP1 Mod Releases
Are you planning on porting this to 1.2? Not sure if it's needed, since 1.2 includes this: -
[1.0.2] Kerbal Launch Failure v1.0.0 (5/29/2015)
linuxgurugamer replied to stevehead's topic in KSP1 Mod Releases
For any/all interested, I have this working for 1.2, and will release it in a week or so. I want to add a couple of small things to it before releasing -
[1.2] Automatic Abort System (AAS)
linuxgurugamer replied to JoePatrick1's topic in KSP1 Mod Releases
I may revive this, looks like fun, and combined with both AAS and EVA Parachutes, could make for an interesting time -
[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Yes -
[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Would still help if I could see the log -
[1.2.*] ABookCase Orbital Reference System 0.4.1.0
linuxgurugamer replied to zentarul's topic in KSP1 Mod Releases
It was more aimed at Stone blue, since he posted after you did. Sorry if it sounded harsh. -
[1.2.*] ABookCase Orbital Reference System 0.4.1.0
linuxgurugamer replied to zentarul's topic in KSP1 Mod Releases
Well, 1.2 is a PRE-RELEASE Before complaining, why not wait until it gets recompiled for the latest build -
Hi, I'm the new maintainer of the EVA Parachutes mod. This mod uses the standard drag to do the chute, using the following: part.maximum_drag = chute.transform.localScale.x * chute.transform.localScale.y I'm able to add a horizontal vector (for a Parachute) using the following: vessel.rootPart.Rigidbody.AddForceAtPosition(dragForce / 8, this.part.transform.position); I have three problems. The first is that the only way I can control the kerbal is to turn on the rcs. This is kind of acceptable for now, although eventually I want to see if I can have control without that. That's mostly a matter of adding code to catch the keys, which I haven't done yet. The second is a bit more problematic. The rectangular chute acts as if it was a regular chute, and ends up being back at a 60-70 degree angle from vertical behind the kerbal. Is there anyway to avoid this? The last is even more problematic. When the chute is deployed, it is aligned properly with the kerbal and flight. But, when I rotate the kerbal, while the chute moves with the kerbal, it isn't aligned. See the images below for what I'm referring to. The first image shows the chute tailing behind the kerbal, because of the forward motion. The second image shows how it isn't properly aligned when the kerbal has turned 90 degrees. It is behind the kerbal, but the alignment is still the same as before http://imgur.com/a/pjzYp Thanks in advance
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[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Quite odd, but no relevance to this. You are using some sort of mod which alters the resources which can be stored in a tank; the standard tank only has Liquidfuel and oxidizer. As soon as you said "Liquid Hydrogen", it became some other mod's fault. Whatever mod you are using, check to see how it works with Liquid Hydrogen. I can't help you, especially since you didn't bother to provide either a log file or at least even which mod you were using to get LH2