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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Yes, but the following makes it not worth it:
  2. No, sorry. I compiled it as a courtesy, but the mod in total cannot be continued because of the license in the original.
  3. Science mode and sandbox now working properly: https://github.com/linuxgurugamer/KRASH/releases/tag/0.5.21.17
  4. I think you are the first person to try it in Science mode. That being said, I'll have to think about it, almost doesn't make sense since there is no money. That line in the log is harmless, more for me than anyone else. Thanks
  5. 1. The delay is KSP keeping the kerbal on rails for 1 2/3 second, nothing I can do about it 2. When on the ground, no need for rails, which is why it is instantaneous 3. Divergence is dangerous. It is designed to eject the kerbal directly away from the hatch/ladder, to avoid hitting anything else. 4. Multiple ejections are not doable, again, due to the rails issue. Also, the hatches issue which you mentioned. Thanks for the sounds, I'll see what I can do.
  6. I've gotten the code written and tested, all I need are the additional models.
  7. The edge case is fixed here: https://github.com/linuxgurugamer/KRASH/releases/tag/0.5.21.15 I was unable to replicate this last one, it's possible it was the same issue, please try it again thanks
  8. Pretty sure this is an edge case, only occurs when funds are exactly 0 Working on it The issue was that I was testing with funds = 100, now testing with funds = 0
  9. Is your starting funds = 0, or something a bit greater? Also, are you sure something has been added, or are the funds negative? I noticed that there is no way to tell the difference between positive and negative numbers on screen, you need to look in the file
  10. Those were tough ones, but I got it: https://github.com/linuxgurugamer/KRASH/releases/tag/0.5.21.14 Known bug: Saving a customized config doesn't seem to stick around between game sessions
  11. @Three_Pounds Looks like we are getting to the end of the bugs, thanks to you, the mod is now more reliable than ever. In honor of your contribution to this, while I normally don't name releases, this release will be named after you. Thank you!
  12. Fixed: https://github.com/linuxgurugamer/KRASH/releases/tag/0.5.21.13 Have I said what an amazing job you are doing? This particular issue was a bug in the original mod, not related to the 1.2 upgrade. Also, no log spam. I think that was because you got a debug version instead of a release version. There was a missing file, I've added it and also added checks so that even if it is missing, no messages will be spammed
  13. SM Chutes? That's not a problem. Do the conversions and get me the models, it's easy enough to be able to rotate through each. Would be helpful if the name was descriptive, since there won't be a way to preview a parachute in the Editor.
  14. I am pleased to announce the first public beta of the new, revived, EVA Parachutes & Ejection Seats. Please move all discussion about it to the new thread here, where you can also get the downloads:
  15. I am happy to announce that a beta release of this mod is now available You can get it here: https://github.com/linuxgurugamer/EVAParachutesAndEjectionSeats/releases Source: https://github.com/linuxgurugamer/EVAParachutesAndEjectionSeats License: Creative Commons Attribution 3.0 Unported License https://www.patreon.com/linuxgurugamer This mod provides parachutes for all Kerbals on EVA, and ejection modules, to be able to eject all kerbals from a craft in an Abort sequence There are two parts for the ejection, a 1 person and an 3 person module. Obviously, the 1 person module can eject a single Kerbal, and the 3 person can eject up to 3 Kerbals. To use, place the ejection module on the crew cabin desired. If you have more crew than the module can handle, you can place multiple modules in order to be able to eject all the crew. You can change the parachute model by right-clicking on the ejection module and selecting the desired parachute. At this time there is no difference between them, it is merely a cosmetic change Weight and cost for each ejection module is calculated based on whichever is lower of the following: The size of the ejection module The MAX crew that the crew pod can support. Research Supersonic flight for the 1 person Ejection Module Research High Altitude Flight for the 3 person Ejection Module -The ejection module activates with the abort action group (backspace or mouseover the altimeter, then the red button to the left), but you can of course put it into any other action group, too -To deploy chutes, either use the Kerbal's context menu or press Jump and Use (Space+F). Jump+Use has the advantage of opening chutes on all Kerbals in range (good for mass ejects), but you may have to hold it down for a short time or it won't work (not sure why) This is a revivial of the old EVA Parachutes. All models have been replaced with new art provided by "SpannerMonkey(smce)"
  16. Ok, this should do it, but I wasn't able to do a full test: https://github.com/linuxgurugamer/KRASH/releases/tag/0.5.21.11
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