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KSP2 Release Notes
Everything posted by linuxgurugamer
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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
No, there isn't a complete list. I suggest you create a new install, install KW & Filter Extensions, and take a look there -
Ok, thanks. I'll look into it later, but, at a quick look, I didn't see anything wrong in relation to EEX. However, there are a number of Exceptions from other mods, and frankly, I would suggest you deal with those first. You really have no idea what effects other mods can have. Among other things, I see that you are missing the "SpaceTuxGroup", which is causing lots of problems with ContractConfigurator. Most of the errors are from CC, but there are also errors from ModuleRTAntenna. Try copying the entire game folder elsewhere, and in the new copy, delete ContractConfigurator and RemoteTech, and see if you can do the snaps to work.
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
linuxgurugamer replied to ObiVanDamme's topic in KSP1 Mod Releases
Does it have a .version file? If not the it should be added to make it easier for people to know when a new version is available, and, ckan can also use that -
Should I publish my Black hole as a mod?
linuxgurugamer replied to KerbalMan23's topic in KSP1 Mods Discussions
Nice. I'll be keeping my eye on this- 27 replies
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- hole
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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
Not directly. Install Filter Extensions, and you should then be able to search on "kw" -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
linuxgurugamer replied to TriggerAu's topic in KSP1 Mod Releases
Very close, and would probably work. It would have alarms for everything, i was thinking of an automatic alarm for the active vessel only. But, as I said, no need to do anything, this is better than what I suggested. Thanks I can't believe I wrote that drivel above. I must have had a brain fart! This is PERFECT, thank you!!!!! -
[1.11.1] Hullcam VDS Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
It may be a little while before I can look at this. First, you are on a Mac, second, you are using OpenGL. But I'll keep it in mind. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
linuxgurugamer replied to TriggerAu's topic in KSP1 Mod Releases
@TriggerAu Got an idea for a fairly simple addition to KAC: Add the ability to have an automatic alarm, where it will not let you hyperwarp past a maneuver node of the active vessel. -
Made some progress, I figured out that the model name is either the model name (specified as a model in the cfg), or, taking the full configFileFullName, deleting the last item in that (the actual file name) and appending the mesh name I could also use the partURL, and delete the last two parts to get a relative patch name So all I need now is to get a list of the textures, and their paths (to the texture file). And, if you have a better way to get the path to the model (.mu) file, I'd love to hear it I also can now get the model from the game database by accessing the GameDatabase.Instance.databaseModel
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FYI, I received a courteous message back, stating that they were removing my mods. I checked, and all the ones I listed were gone. I replied asking that a few more be removed. So, I suggest that individual authors write a nice note to the email address I list above, requesting that their mods be removed. Include links to all the mods, and hopefully they will respond
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- totm july 2019
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Stop click-through in KSP 1.1?
linuxgurugamer replied to Angelo Kerman's topic in KSP1 C# Plugin Development Help and Support
Just wanted to say that this was great, solved a problem I was having. Thanks -
Mods in Game Data don't appear in game
linuxgurugamer replied to Mahatma Kane Jeeves's topic in KSP1 Mods Discussions
1.1.4??? Log file, please. Also, if needed, do you have module manager installed? -
first off, a big thank you for writing that code. Adding a listener to the button would be fine, if that's not too difficult. What I haven't yet figured out is how to do this, for the buttons which are added to the parts window. And, you mention "edit the prefab", which is total greek to me (I don't speak greek :-) ). What do you mean, and how is it done? Or is adding the listenr to the button what you are referring to? Thanks Edit: I just read the code, I assume that the code IS adding a listener to the button?
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I understand, but why not try it? You can have both installed, and KRASH is a bit more immersive FYI, I'm the author
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If you are using hyperedit fir simulations, why not use KRASH, that is what it it for
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Ckan?