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KSP2 Release Notes
Everything posted by linuxgurugamer
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[1.1.3] Part Wizard (1.2.5) [22-Jun-2016]
linuxgurugamer replied to ozraven's topic in KSP1 Mod Releases
One more update: You can now show parts with specific resources. Click the "Resources" button to select which resources parts need in order to show. Both the Categories and the Resources filters work together. Version is now 1.2.6.3 https://www.dropbox.com/s/1d486k4gf8vawzy/PartWizardUnofficial.zip?dl=0 -
[1.1.3] Part Wizard (1.2.5) [22-Jun-2016]
linuxgurugamer replied to ozraven's topic in KSP1 Mod Releases
An update to my changes: I've added a way to only display specific class of parts. Click the "Categories" button to select which part categories to show Same file as above, the version in the .version file and in the compiled dll is now 1.2.6.2 -
[1.1.3] Part Wizard (1.2.5) [22-Jun-2016]
linuxgurugamer replied to ozraven's topic in KSP1 Mod Releases
I've added some code to PartWizard which will show bad struts & fuel lines. This gives it the functionality of the old StrutFinder mod. @ozraven, Let me know if you would like me to create a PR on github for you Compiled for 1.2: https://www.dropbox.com/s/1d486k4gf8vawzy/PartWizardUnofficial.zip?dl=0 -
This topic reminds me of an old D&D game. The DM had a monster called an Ohmygod, so named because when you saw it, you would say: OH MY GOD!
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What makes you think there aren't more developers?
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It's normal for developers to come and go. Kudos to them for stating until 1.2 was mostly finished. They still have a number of developers, in fact, they have more total developers now than at the beginning of the year. Please drop this, since the topic has been beaten to death in other forums and threads
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[1.3.0] Malah's Quick mods [2017.05.31]
linuxgurugamer replied to Malah's topic in KSP1 Mod Releases
Your welcome. It was an interesting experience, I learned about some of your modlets I wasn't aware of before -
[1.1.3] Part Wizard (1.2.5) [22-Jun-2016]
linuxgurugamer replied to ozraven's topic in KSP1 Mod Releases
@ozraven Are you going to update this for 1.2? Do you need any help with it? I took a quick look, and have a working DLL. Not too much testing, but there weren't too many changes needed. -
[1.2] Automatic Abort System (AAS)
linuxgurugamer replied to JoePatrick1's topic in KSP1 Mod Releases
Ummm, it wouldn't make sense for this mod; when a launch fails, things explode. And it's only in atmosphere. Sounds like you would like a modlet to do that; why not ask @Malah or @magico13 to write something? -
[1.9.x] QuizTech Aero Pack Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
You probably have two ModuleRCS entries in the cfg. There is one at the beginning of the rcs module parameters, comment it out -
[1.9.x] QuizTech Aero Pack Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Try adding this: MODULE { name = ModuleRCS thrusterTransformName = rcsTransform thrusterPower = 10 fullThrust = false runningEffectName = running flameoutEffectName = flameout engageEffectName = engage PROPELLANT { name = IntakeAir ratio = 15 } atmosphereCurve { key = 0 1000 key = 0.3 1800 key = 1 2000 } } and let me know how it works. -
[1.9.x] QuizTech Aero Pack Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Can you define "not working properly"? I'm pretty sure things won't work, the commented code refers to ModuleRCSFX, which doesn't exist anymore -
[1.9.x] QuizTech Aero Pack Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
The patch was updated a while ago to be "NEEDS" rather than "FOR". please download the latest and try again KSP Version, & a log file would be useful. This is NOT updated for 1.2, so if that's your problem, please wait. This mod depends on two other mods, and until they get updated, I won't be doing anything with this -
Then you and I will have to agree to disagree on this question.
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But it isn't a CKAN problem, so taking it to the CKAN thread is useless. The correct answer is: It's a beta, and it's not on CKAN, and it won't be on CKAN until the full 1.2 release in a week or so
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@goldenpsp, if you actually READ the thread, you would know that it isn't in CKAN because of, among other things, a version mismatch. Please keep in mind that this is a BETA. 1.2 IS A BETA CKAN is not for betas.
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Well, he DID say that it wouldn't work in 1.1.3
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What Facts Do We Know About The Devs Leaving?
linuxgurugamer replied to Mycroft's topic in KSP1 Discussion
Sherlock Holmes. He had an older brother called Mycroft, who was, in Sherlock's words, smarter, but detested legwork -
What Facts Do We Know About The Devs Leaving?
linuxgurugamer replied to Mycroft's topic in KSP1 Discussion
Hmmmm. Wrong. People have to pay bills. Life happens. Jobs get offered. I can think of a thousand things which would cause an "enthusiast" to leave a project shortly after joining. and, in this case, Sarbian was a short-term hire to fix bugs. @RoverDude I have been astounded and offended by all the comments people have said to and about you. On behalf of everyone who isn't saying, please accept the community's apologies for a few ignorant hotheads. We all appreciate what you do. And personally, as a developer myself, I totally agree with you!!!- 497 replies
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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.