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KSP2 Release Notes
Everything posted by linuxgurugamer
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These look great! Can I request that you take a look at the SRBs in the SpaceY & SpaceY Expanded mods, if you get some time? Do you have any intention to test this with ReStock in the future? Edit: Just saw the note that Restock is planned for the future
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
linuxgurugamer replied to Paul Kingtiger's topic in KSP1 Mod Releases
There is a problem with the drag cubes in US2, I've fixed it, but not yet released it. Thank you for bringing it to my attention- 1,555 replies
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- kis
- universal storage
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[1.12] B9 Procedural Wings Fork, Modified
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
No logs, no support -
[1.12.x] Tiktaalik Dreaming Props
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
From the OP: -
[1.3.0->1.5.*] Tiktaalik Dreaming Props
linuxgurugamer replied to TiktaalikDreaming's topic in KSP1 Mod Releases
New thread here: -
Forum user @TiktaalikDreaming made this mod as a spinoff of the Mod Pods. Original thread here: https://forum.kerbalspaceprogram.com/index.php?/topic/166433-130-15-tiktaalik-dreaming-props/ This is a pack of the Props I've been using in the ModPods mod and NAR MEM (aka NKR DEM). Rather than keeping duplicates, I'm splitting this off to a mod to mark as a dependency. On it's own, this does nothing. If you're creating IVAs, feel free to use the props, although they're really not very polished yet. They're also more furniture pieces than gauges etc. But if they help anyone out, then that's good. Available from SpaceDock: https://spacedock.info/mod/1546/TDProps Or Dev version on Github https://github.com/TiktaalikDreaming/TDProps Album on Imgur: Click to see the album Changes Added following changes from @TikaalikDreaming updating helmet texture First cut of spare helmet Add some trigger colliders tweakin the pull handle Added .version file Availability Source: https://github.com/linuxgurugamer/TDProps Download: https://spacedock.info/mod/1546/TDProps License: MIT
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[KSP 1.3.0->1.5.*] Mod Pods
linuxgurugamer replied to TiktaalikDreaming's topic in KSP1 Mod Releases
I've adopted this mod, new thread here: -
Forum user @TiktaalikDreaming made this mod to extend the stock pods back in 2016. He's stepped away and graciously allowed me to adopt it. Original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/152811-ksp-130-15-mod-pods/ So, what is it? It's basically a way of making larger pods. Not by providing any giant pods, but by providing a set of floors/stories to pods to add onto the existing pods. Mainly the Mk1-2pod (the same idea has already been embarked on in the M.O.L.E. mod for the Mk1 pod, to a large degree, and I don't intend to duplicate someone else's work). So, each module will be roughly as tall as the Mk1-2Pod, and go from a size N to Size N+1. So far, I've mostly just done size 2 to size 3. So there's now a use for that 3.75m heatshield.The only part that isn't like that so far isn't very usable, as I haven't added 5m heat shields. Somehow during dev, integrated heatshields and aeroplug engines snuck into the mix. These are inspired by the ROMBUS/PEGASUS/etc plans of Doulgas Aerospace. So far, there's three flavours. The simplest is a standard heat shield with an ablative surface, used as the base of an aeroplug (truncated aerospike) engine that forms the whole base of the craft. Then there's a monopropellant variant. And a more Romboid edition following the Douglas/Bono plan where liquid fuel (in RL was to have been liquid hydrogen) is circulated around the base and bled off so it acted to carry away the heat. The parts in the first release are basically a teaser for what I'm aiming at for a series of sizes. The eventual goal was to get to size 8 (10m), and hopefully I'll get there. Working from small to large means it'll be useful all along though. Release Versions (tested, etc) Download link (updated to 1.0.2) Work in Progress versions at https://github.com/TiktaalikDreaming/ModPods/releases Wildly beta, untested, sometimes me just syncing stuff from laptop to desktop or vice versa; https://github.com/TiktaalikDreaming/ModPods Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) KottabosGames did up a nice we preview; Now, I'm going to paste a pic for each of the parts, because album support in the forum is still cactus. Sorry, kaktus. NOTE:The props out to their own mod for a couple of reasons. This permits me to re-use the props in the MEM mod, and having duplicates was annoying. And this allows anyone else doing IVAs access to the props as a separate package. See (link soon) Availability Source: https://github.com/linuxgurugamer/ModPods Download: https://spacedock.info/mod/1017/ModularPods License: CC BY-SA 4.0 Changes Updated TDProps with latest Added ReStock.cfg Converted image files to dds Updated some node sizes Updated some descriptions
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At what point do you decouple? On the way up to 200km? Do you stay with the initial vessel until the lifter body gets down to 50km? I really don't know, would be interested to hear the results. You do need to stay with the initial vessel until the lifter body gets recovered or destroyed by the game, though. On the assumption it's on the way up, I'm not sure what would happen.
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Don't look at me, I'm not a part modeler. But, what you are asking for is a lot, and I suspect that this mod has probably been developed as far as it will go. All depends on @blackheart612 Also, you are asking for a modpack, which is generally frowned upon. Would be best to create a CKAN pack which is better suited for it.
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Would you like me to get this into CKAN for you? Or, you can just click the "CKAN" box on Spacedock when editing the mod
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- decals
- totm july 2020
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Take a look at this as a replacement, the author of this mod hasn't been active for a while
- 237 replies
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- search & sort
- craft list
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I wonder if @Shadowmage would be interested in reworking the wheel code for these using KSPWheel?
- 4,346 replies
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My 2 cents worth: These are two totally different mods. One designed to show images (not take images) in a specific directory, the other designed to take notes. I'm going to put in a plug here for my mod which I have plans to add the ability to take images and store with a specific note. Other than removing a button, there is nothing connecting the two. Quite possible to do without merging the two mods, it could be done to only show the button if ImgViewer is installed Why? This gains nothing from a functionality point Sounds like you are suggesting the ability to take a picture and embed it This is the first thing that really makes sense, for people who use RPM/MAS. Anyway, if @zer0Kerbalwants to merge the two, I'm not going to object. And the license for ImgViewer is MIT, and since I already had permission, I don't really think you need to ask again
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You should also ping @blackheart612 You should also include the Player.log, as the two log files show somewhat different information This isn't my mod, I was just letting you know that without logs, no support can be provided Re #2, did you make ANY changes? Edit: You should update to 1.12.3, according to the log file, you are running 1.12.1 Edit 2: You are missing a dependency, SpaceTuxLibrary, needed for Janitor's Closet, AirPark, DangIt. There are also a lot of strange errors. I'm going to venture a guess and say that you did not install your mods with CKAN
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Really sounds like you have a problem, possibly something not installed properly. Without a log file, no one can help.
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[1.12.x] NASA CountDown Clock Updated
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
PR is best