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Everything posted by linuxgurugamer
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Incentive for Space Stations
linuxgurugamer replied to TheEpicSquared's topic in KSP1 Suggestions & Development Discussion
No. It takes time to develop the technology, and frankly, this IS rocket science -
[1.1.3] PWB Fuel Balancer - Revived!, 07 Sep 2016
linuxgurugamer replied to Papa_Joe's topic in KSP1 Mod Releases
ok -
Console Patches Update Discussion
linuxgurugamer replied to James M's topic in KSP1 Technical Support (Console)
Fair point, thanks for explaining -
Incentive for Space Stations
linuxgurugamer replied to TheEpicSquared's topic in KSP1 Suggestions & Development Discussion
Wrong. Real Reasons does not require that they actually exist. What part of "real reason" implies existence? And yes, several plausible hypotheticals have been provided, including my own. -
Console Patches Update Discussion
linuxgurugamer replied to James M's topic in KSP1 Technical Support (Console)
No, I don't own a console. So yes, your unhappiness is understandable. While frustrating, I'm wondering how "game breaking" the bugs are. I've watched some streamers play it on the console, and it seemed ok at the time -
[1.1.3] PWB Fuel Balancer - Revived!, 07 Sep 2016
linuxgurugamer replied to Papa_Joe's topic in KSP1 Mod Releases
Ok. Forward me what they said. I'll look into this later this evening. -
Custom Default Tweakables
linuxgurugamer replied to Alshain's topic in KSP1 Suggestions & Development Discussion
If I was to do that, I would go with what @Temeter suggested. No need to add yet another control thing to remember -
Incentive for Space Stations
linuxgurugamer replied to TheEpicSquared's topic in KSP1 Suggestions & Development Discussion
Name a couple real world examples where a space station has justified itself economically (i.e.: has made money). I won't hold my breath. I will admit, that there are no current real world examples of what you call "a space station has justified itself economically". But, the original quote was that there are reasons, not that it's been done No, you asked for a real world example. You've been provided with a number of feasable economic examples which could be doable in the near future. -
Custom Default Tweakables
linuxgurugamer replied to Alshain's topic in KSP1 Suggestions & Development Discussion
So, I'm curious. What about a single button on the window, which, when pressed, would save all the current tweakable settings as the default for that part? Seems to be much easier than an entire new window which would essentially be duplicating the existing one. I would also think that a button to load the current tweakables would be useful as well -
Incentive for Space Stations
linuxgurugamer replied to TheEpicSquared's topic in KSP1 Suggestions & Development Discussion
There are zero examples of economic reasons to build a space station. There are few reasons that are plausible even as science fiction. Did you even read my comment? I gave you an example of what used to have the same issue, and now doesn't. I have no idea what would be useful, but, just for example, what about a solar Rectanna, which would beam power down to earth? Would you consider the rectanna a station? If not, then it would make economic sense to have a station which would support the servicing requirements of the (hopefully) multiple rectannas in orbit. -
The v1.2 Hype Train Thread - Prerelease is Out
linuxgurugamer replied to Whirligig Girl's topic in KSP1 Discussion
That's a really cool idea. Though should it be persistent for the save or the entire game? I say entire game (as you're changing them, you probably want it that way everywhere) but I could see people wanting it one way in one game and another way in another. Maybe a global option for which way you want your global options to oh no I just went cross-eyed. (Man this thread is moving fast, as I suppose a Hype Train thread should. I see that @Alshain had the same idea s Temeter at the same time. I agree with both of you! ) Or, maybe an opportunity for a mod to do it.- 1,592 replies
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Console Patches Update Discussion
linuxgurugamer replied to James M's topic in KSP1 Technical Support (Console)
Show me a single major game company that regularly releases games in a totally finished state. It doesn't happen. Squad is a small company, and the ports were done by another. The game continues to improve. and, regarding your comment about waiting for someone to take this and do it right, I'll simply point out that Squad has been working on it for 5 years now. It's not a simple game, it will take as long for someone else to rewrite it. By which time Squad will have moved it many versions ahead. -
Incentive for Space Stations
linuxgurugamer replied to TheEpicSquared's topic in KSP1 Suggestions & Development Discussion
People said that about rockets back in the 60's. Now, we couldn't get along without them. Space stations are still in their infancy. -
If I did planes, I'd be standing up and applauding!
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Ok, this is what happened: I got contacted by someone in a Twitch stream asking me if I could make it work. I downloaded and worked a bit on it, and have a working version. I posted a link to it here, and sent a message to @alexustas, asking the status. He replied, saying that he is working on an update. FYI, he posted back on Aug. 11 the following: so, I'll leave my version available for now, so that people have something that works in 1.1.3, but as soon as he updates, I'll delete it.
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The way I do it right now, is that I search all loaded parts for any which use a texture in a pruned part. If it is used anywhere else, it doesn't get renamed. I understand what you are saying, but the whole idea behind the PermaPrune is to avoid loading the stuff at all. With that caveat, I do not recommend using PermaPrune unless someone has a memory issue. I just released 0.0.5, which adds the needed code to rename any updated parts that can show up from a mod or Steam update
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Good idea, I'll see what I can do I was able to get some code which worked with the LoadingSystem, but realized that it won't do anything beyond what the soft block is already doing. The problem is that in addition to renaming the config files when I do a PermaPrune, I also rename all the assets used by that part (as long as it isn't being used by any other part). The idea being to both prevent it from loading, saving time and memory. If I do it in the LoadingSystem, it will already have loaded the configs, and quite possibly will also load all the assets just because they are there (images, mostly). The code is safe enough, and deals properly with files if it tries to rename a file and there is a copy already there. CKAN also deals well with missing files, and ignores any files which aren't in the mod list. One thing I still need to do is to have it deal properly with a mod after it's been updated. Right now, you won't see the updated parts, but they will be loaded anyway because of the update. I need to add a module which will go through the list of renamed parts, and check to see if any have new copies there, if so, it will rename them automatically. This, I will probably put into the loading system, and make it the first so that the parts won't get loaded.
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[1.1.3] PWB Fuel Balancer - Revived!, 07 Sep 2016
linuxgurugamer replied to Papa_Joe's topic in KSP1 Mod Releases
@Papa_Joe Would you like me to take care of the CKAN entry for you? LGG