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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Well, I find the following: The part "LLL Skid" (LLLSkid), uses ModuleLandingGear "Landing Leg - Underside" (LLLUnderLeg) uses ModuleLandingLeg "Landing Leg - Small Underside" (LLLUnderLeg2) uses ModuleAnimateGeneric So I assume that I should change all to use ModuleAnimateGeneric (The LLLUnderLeg2 already uses ModuleAnimateGeneric, so it isn't needed in this patch): @Part[LLLUnderLeg] { @MODULE[ModuleLandingLeg] { -name = ModuleLandingLeg +name = ModuleAnimateGeneric } } @Part[LLLSkid] { @MODULE[ModuleLandingGear] { -name = ModuleLandingGear +name = ModuleAnimateGeneric } } Edit: This patch isn't working (yet), I'll keep working on it
  2. For those interested, this patch changes the ModuleLandingLeg to moduleAnimateGeneric: @Part[LLLUnderLeg2] { @MODULE[ModuleLandingLeg] { -name = ModuleLandingLeg +name = ModuleAnimateGeneric } }
  3. Oh well. I have it, but am not going to do anything with it. I don't model at all (I code, do cfgs, etc), will just have to wait for him to do it.
  4. The only part in the mod which uses the ModuleLandingGear that I can find is the LLL Skid I put the skid on a simple ship, and went bouncing happily on the Mun and Minmus, no explosions. But if you feel this change is necessary, I'll do the patch
  5. Would that be in the old kerbalstuff torrent (I have that on disk)? [V5.0 RC1 released] AeroKerbin Industries Modified IVAs
  6. I did catch the QuizTechContinued comment. KWRedux is mostly mature, QuizTech seems to be mature and working. It looks like this is working fairly well also, and hopefully the community would step up with any additional patches. Oh, and I was looking at SXT as well Thank you for your compliment.
  7. Oh, ok. I'll test those this evening. I'll also create a patch to change from MLG to MAG if necessary.
  8. Right now I'm just getting it working for myself. So far as I can tell, these are the only changes needed. The landing gear even works for me :-) I'd be happy to do a community supported version, if @Lack isn't going to be coming back. I already do the KWRocketryRedux (with the original author's blessings). I love these parts, although I'm not a fan of the weaponry :-( LGG
  9. I'm curious about something. There are several ways to generate a fractal planet, both online and in commercial programs. Is there any way to use something like this to create a more complex planet without needed to manually do height maps? For example, I have a program called Fractal Terrains, which I've used in the past for RPG campaigns. The worlds which are generated are full featured and can be very complex, I would like to be able to take what's generated and make a planet out of it. For those interested, here is a link to this product: https://secure.profantasy.com/products/ft.asp Another free one is: http://donjon.bin.sh/world/ and there are others.
  10. Great! Let me know when you have the next update, so I can get CKAN updated properly.
  11. Interestingly enough, I put the small underside landing legs on a small craft and was able to successfully land on the moon. As long as you have the current Firespitter and modulemanager, i don't think you will have much problem
  12. I just tried converting those to dds, and for some reason they (the new dds files) weren't being picked up.
  13. Ok. What was interesting is that when I was adding those two lines to the CLS.cfg, I found that one was already there for several of the patches: @PART[LLLCBMAnim]:NEEDS[ConnectedLivingSpace]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true passableWhenSurfaceAttached = true } } @PART[LLLCBM]:NEEDS[ConnectedLivingSpace]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true passableWhenSurfaceAttached = true } } I would guess that the "passable = true" is a holdover from ancient times
  14. So, if I'm reading this correctly, the CLS cfg should look like this: MODULE { name = ModuleConnectedLivingSpace passable = true passableWhenSurfaceAttached = true surfactAttachmentsPassable = true } in all places in that file where it has the "passable = true"?
  15. @Lack Would be very welcome if you continued supporting this. There are still some tga files in the download you listed above: ./GameData/LLL/Models/Propulsion/LLL2x1/StripeBlue.tga ./GameData/LLL/Models/Propulsion/LLL2x1/StripeGrey.tga ./GameData/LLL/Models/Propulsion/LLL2x1/StripeJet.tga ./GameData/LLL/Models/Propulsion/LLL2x1/StripeKeth.tga ./GameData/LLL/Models/Propulsion/LLL2x1/StripeLFO.tga ./GameData/LLL/Models/Propulsion/LLL2x1/StripeYellow.tga ./GameData/LLL/Models/Structural/2x1Cargo/model000.tga ./GameData/LLL/Models/Structural/2x1Cargo/untitled.tga ./GameData/LLL/Models/Utility/2x1Greenhouse/model000.tga ./GameData/LLL/Models/Utility/2x1Greenhouse/model000334_NRM.tga ./GameData/LLL/Parts/Command/MkVII/railing.tga ./GameData/LLL/Parts/Command/NoseProbe/model000.tga ./GameData/LLL/Parts/Command/NoseProbe/model002_NRM.tga ./GameData/LLL/Parts/Command/NoseProbe/Untitled-1.tga ./GameData/LLL/Parts/Control/RCSRack/model005.tga ./GameData/LLL/Spaces/Hog/dash.tga ./GameData/LLL/Spaces/Hog/DASHTOP.tga ./GameData/LLL/Spaces/Hog/EMSS.tga ./GameData/LLL/Spaces/Hog/Untitled-1.tga
  16. well, start off by thinking about everything that would have to be restored during a sim while maintaining the sim status. I don't remember all the details at this time.
  17. Can you PLEASE do NOT have spaces in the directory names? It causes problems in CKAN and on Linux/Unix systems I would also suggest you put it inside a GameData directory in the zip, such as: GameData/Centauri_Dreams I would also suggest you look at ksp-avc with an eye towards including a .version file in it Thank you
  18. For those who are used to playing with the funds being used, it will maintain continuity. For those who don't, it gives them an ability to disable it. I can see people wanting to use it, rather than calling it a cheat, they may just be using it to speed up the game
  19. The problems posed by quicksaving during a sim are rather large. Why don't you go ahead and raise a Github issue so it will stay on the radar?
  20. Incompatible with what? And, you don't need to use the dialog. If you would read the docs, you would have found that the basic mode is to right click a pod and give it a name. The dialog is there to help handle complex vessels
  21. That Is EXACTLY what Persistent Dynamic Pod Names does. But it is actually quite tricky to do correctly in all situations. FYI: I wrote the mod, so I have a little more knowledge of the issues, having had to work around all the various issues.
  22. @PrivateFlip have you gotten this updated for 1.1.3? Most likely it will work, if not, then will probably just need a recompile
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