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KSP2 Release Notes
Everything posted by linuxgurugamer
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That is not doable, for a number of reasons. Among them is how do you decide what not to load. Textures can be shared between parts, and if you delete (or not load) the wrong texture, things look wierd. However, I might add a way to generate an AutoPruner script, which would do it in a different manner.
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Update: Mod released: Like a lot of you, I have a lot of mods installed, and the sheer number of parts is overwhelming (over 1300 at last count). I do have Filter Extensions, and it helps. There are some suggestions I'm going to send the author later, but what I'm thinking of is a way to simply block parts from being displayed. A first thought would be to allow a mod-click (alt-click in Windows) on a part in the parts list, and have a menu which would: Block part from displaying at all Block part from displaying in VAB Block part from displaying in SPH And there would be a toolbar button which would have a dialog where: Unblock all blocked parts, temporarily or permanently Unblock all VAB blocked parts, temporarily or permanently Unblock all SPH blocked parts, temporarily or permanently Show list of blocked parts Button to temporarily unblock part Button to permanently unblock part Import block list from file Generate AutoPruner script of all fully-blocked parts The temporary unblock would probably be for a specified time period, not sure I would eventually add a way to show blocked parts for a specific category (pods, Fuel Tanks, etc), and with that would have the ability to unblock all parts in specific category. Block list would probably be stored in a file in the save directory Would there be any interest in this?
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[1.2.x/1.3] MemGraph 1.1.0.3 - with Stutter Reduction
linuxgurugamer replied to Padishar's topic in KSP1 Mod Releases
While I haven't seen this, I have heard that when the save gets too big, it stutters more -
[1.2.x/1.3] MemGraph 1.1.0.3 - with Stutter Reduction
linuxgurugamer replied to Padishar's topic in KSP1 Mod Releases
How big is the save file? -
[1.11.1] Hullcam VDS Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Look for the log, it's called Player.log: Mac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log. Aka Files>~/Library/Logs>Unity>Player.log -
I've sent them a message via Privacyguardian.org, and through the Stardewvalleymods.net link listed above. when I sent to the contact form, I also listed all the links i could find I also sent to Privacy guardian an abuse report re. charging for mods against license terms will post updates if I get any response. FYI, it appears that the form sends messages to: hoanglam.bk57@gmail.com
- 2,176 replies
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- totm july 2019
- spacedock
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Sometimes yes, sometimes no. Launch was scheduled for Sat, so in this case, yes
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Ablator: conditions of use?
linuxgurugamer replied to SinBad's topic in KSP1 Gameplay Questions and Tutorials
The bug, then, is the extremely low temperature at which the ablator vaporizes. Given that, it would be (IMHO) an acceptable compromise to not allow it to vaporize in space, since the actual temperature might be too high for the crafts to survive- 11 replies
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- game mechanics
- heat shield
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[1.9.x] QuizTech Aero Pack Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Ok. @WintericeUK I have a working AB version of the Mk2TwinTurbojet: https://www.dropbox.com/s/29x2twcx68u31wa/Mk2TwinTurboJetAB.zip?dl=1 Put the file in the directory: GameData\QuizTechAeroContinued\Parts\Engine\Mk2TwinTurboJet Please let me know how it works. Regular mode: Afterburner mode: Thanks -
Ablator: conditions of use?
linuxgurugamer replied to SinBad's topic in KSP1 Gameplay Questions and Tutorials
Actually sounds like a bug. Ablator should only be used inside atmosphere- 11 replies
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@sarbianwill the current version work with a recompile? I can do that, just wondering before I do anything.
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If I get some time, I'll add it to Smokescreen and create a PR for you. Use it or not, no problem either way
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Disconnect science from tech research
linuxgurugamer replied to Wjolcz's topic in KSP1 Suggestions & Development Discussion
The game is fine for many people. Sorry it isn't fine for you. But that's why there are mods, to let you customize it for what you want. It really sounds like you are looking for KSP to be like other games. It isn't. Take a look at Strategia, and the contract packs. -
+ [Part] [1.6] Davon supply mod v025
linuxgurugamer replied to PrivateFlip's topic in KSP1 Mod Releases
LOL Thanks -
will do.
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@sarbian Suggestion was made to fold this into smokescreen, any interest? The mod is really tiny, about a dozen lines of code plus the graphics. Let me know. Someone has offered to update the steam/smoke, so I'm waiting for that, other than that, I'd be happy to let you fold this in.
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Keep in mind that currently the animation is on a 5 second loop.
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It's a 320 meg download, seems like more than a text file Oh, the beta is a 320 meg download, the other two are not. Offhand, I'd say this shouldn't be allowed
- 2,176 replies
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- totm july 2019
- spacedock
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Absolutely! I don't do graphics, all I did was revive the mod. send it to me via a PM with a link, I'll get it updated Thanks
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[1.8.x] KerboKatz - SmallUtilities - 18.10.2019
linuxgurugamer replied to SpaceTiger's topic in KSP1 Mod Releases
Any chance to get the Afterburner mod updated for 1.1.3? -
Could you put a description in the mod on spacedock.infi? I saw it earlier, Han no idea what it was for