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Everything posted by linuxgurugamer
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[1.12.x] LCD - Launch CountDown v1.8.0 [23 Oct 2019]
linuxgurugamer replied to Athlonic's topic in KSP1 Mod Releases
For those interested, the older LaunchCountdownExtended is currently in the process of being updated by @belpyro While it is the same idea, it does it in a somewhat different manner. Some people may prefer his way over this. Plenty of room for both mods -
This mod is created to expose some internal data for external use. The specific use case is for streamers who would like to display some values on screen in some manner; for example, using OBS to display the values in a template Installation: Copy KSPLogger directory into the GameData directory Configuration: There is a config file called PluginData/KSPLogger_default.cfg, which contains all the value which can be set. Copy that file to: PluginData/KSPLogger.cfg and change that; the default will be overwritten when new versions come out, but your config will remain safe, There are three sections in the config file: KSPLogger values - Contains values which control the behaviour of the mod. Each line in the config file is documented FlightGlobals values - Contains true/false settings for many of the available values in the internal FlightGlobals class. Set a setting to true if you want KSPLogger to save that value to a file FlightGlobals.ActiveVessel values - Contains true/false settings for many of the available values in the FlightGlobals.ActiveVessel class. Set a setting to true if you want KSPLogger to save that value to a file KSPLogger is only active when in the Flight scene. When leaving the flight scene, if the config value singleLine is set true, then the data files are deleted; if it is set false, then the files are left alone KSPLogger now checks the config file every 5 seconds to see if it was changed, and reloads if it is. This makes it easier to make changes without having to reload the game. Availability Available in CKAN, or Download from:https://github.com/linuxgurugamer/KSPLogger SpaceDock: http://spacedock.info/mod/1035/KSPLogger License: ARR (for now, will be changed later) https://www.patreon.com/linuxgurugamer
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[1.12.x] LCD - Launch CountDown v1.8.0 [23 Oct 2019]
linuxgurugamer replied to Athlonic's topic in KSP1 Mod Releases
FYI, it appears that there is a problem on the Spacedock download: http://spacedock.info/mod/791/LCD - Launch CountDown I'm going to guess that you might have forgotten to publish it after uploading. -
[1.2] Pirates of the Keribbean v0.2 [29.10.2016]
linuxgurugamer replied to GagaX's topic in KSP1 Mod Releases
I read the article referenced. Very interesting, but it is assuming a highly advanced set of sensors & computers. KSP is not that advanced, so all the arguments which need high tech can be discounted. Think of sensors back in the 50's and 60's, rather than today -
[1.2] Pirates of the Keribbean v0.2 [29.10.2016]
linuxgurugamer replied to GagaX's topic in KSP1 Mod Releases
If it was "trivially easy" to spot anything, then why is it so hard to find near-earth asteroids? There can be lots of ways to hide in space. Stealth systems, ultra-absorbative coatings, etc. And just the fact that space is very large, and a ship is very small. lots of space (no pun intended) to cover -
[1.2] Pirates of the Keribbean v0.2 [29.10.2016]
linuxgurugamer replied to GagaX's topic in KSP1 Mod Releases
I'm not sure if the target orbit can be hidden. Would need to write some significant code to do that, and create some parts (transponder, radar) to support it -
Hi, I'm maintaining a number of mods, one of them is Smart Parts. I'd like to be able to create some new models, but don't know how, and don't have the time to learn. I'm looking for someone who would be able to take an existing model and make some relatively minor changes and end up with a new model. If interested, please contact me. thanks Linuxgurugamer
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[1.11.1] Hullcam VDS Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
The LogsThese are text files that the game spits out for debugging purposes as it runs; if something broke horribly in-game, there will be something in here about it. You should upload the entire log as a file (i.e. not to pastebin); you can use dropbox or an equivalent host to upload the file. Make sure the entire file gets uploaded; you may have to zip it first, as logs can be very long. Here is where you can find the log: Windows: KSP_win\KSP_Data\output_log.txt (32bit) or KSP_win64\KSP_x64_Data\output_log.txt (64bit) Mac OS X: 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 ( Files>~/Library/Logs>Unity>Player.log ) Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log -
[1.11.1] Hullcam VDS Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
please read the first post in this thread for insructions on support. I am not "hosting" it, I am the maintainer. send suggestions to me -
[1.2] Pirates of the Keribbean v0.2 [29.10.2016]
linuxgurugamer replied to GagaX's topic in KSP1 Mod Releases
Isn't there a part somewhere like a harpoon, which you can use to "harpoon" a craft? -
[1.2] Pirates of the Keribbean v0.2 [29.10.2016]
linuxgurugamer replied to GagaX's topic in KSP1 Mod Releases
That would be Contractconfigurator, and I don't think so. -
[1.11.1] Hullcam VDS Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Most likely not If you can verify which version you are running, I might be able to compile a version for you. Look at the log file for that info -
[1.2] Pirates of the Keribbean v0.2 [29.10.2016]
linuxgurugamer replied to GagaX's topic in KSP1 Mod Releases
I see that there is a pirate cockpit, ARR-01, I suppose the contract can require that part, and then I can see the following types of contracts: Using the PoK agency Capture crew of ship and return to kerbin Dock & transfer cargo to station Dock & transfer cargo to base Intercept & destroy a ship Establish a pirate base, must have a part (PoK fuselage, PoK_CP, PoK Flag) And yes, I'm thinking about writing it Other suggestions would be useful. These shouldn't take too long to do -
[1.2] Pirates of the Keribbean v0.2 [29.10.2016]
linuxgurugamer replied to GagaX's topic in KSP1 Mod Releases
It's not a matter of what to call them, it's what sort of contracts to generate which would fit the idea of pirates. -
[1.2] Pirates of the Keribbean v0.2 [29.10.2016]
linuxgurugamer replied to GagaX's topic in KSP1 Mod Releases
Cool! Now, how to create a contract pack which involves pirates? -
The tech tree progression is ridiculous
linuxgurugamer replied to Wjolcz's topic in KSP1 Suggestions & Development Discussion
"Fairly easily" was meant relatively. Straightforward is probably more accurate -
[1.11.1] Hullcam VDS Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
This is for 1.1.3: http://spacedock.info/mod/885/HullcamVDS Continued This is the older link: https://mods.curse.com/ksp-mods/kerbal/220258-hullcam-vds -
The tech tree progression is ridiculous
linuxgurugamer replied to Wjolcz's topic in KSP1 Suggestions & Development Discussion
I took a look at this. It can be done fairly easily with the current version of KSP, without needing any additional mods to make it work -
[1.11.1] Hullcam VDS Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Most likely not. -
[1.9.x] QuizTech Aero Pack Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Craft file would be useful. also a picture -
[1.9.x] QuizTech Aero Pack Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
That's the way that KSP works, with regards to textures. I assume you are having problems with the thrust; you will need to set reverse thrust in the SPH on the one that seems to be upside down. You can try doing this: Add the VTOL wings in symmetry mode Right-click on the one that is upside down (the flag is the "top"), and set reverse thrust