-
Posts
25,063 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by linuxgurugamer
-
[1.1] StrutFinder 0.2, Updated April 19, 2016
linuxgurugamer replied to kujuman's topic in KSP1 Mod Releases
This isn't my mod, I only contributed some code to it. I've contacted the author to see if he is going to continue, if not, I may take it over -
My apologies. I had to move the cfgs from one directory to a new PluginData directory, to accomodate a ModuleManager issue, and then the release was seriously broken. I fixed it and made a new release yesterday. Going forward, you shouldn't have any problems, with that issue at least. Just make sure that the KRASH-custom.cfg is in the PluginData directory
-
[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
They now show up in Experimental Rocketry. I just checked on a clean install, they do show up there. This really doesn't seem to fit with the rest of KW. If you want to write a patch for this, I'd be happy to include it in an Extras directory, and would even write a special CKAN to pull in the necessary mods. But I'm not going to write this patch myself. -
Only two things I would like to see, if possible: 1. Scaling of the navball (independent of any other scaling) 2. ability to move navball left or right, so it isn't in the center of the screen Great mod, thank you
-
[1.3.1] Persistent Dynamic Pod Names release
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I included a number of sample templates. Try starting with the simple ones, such as the Mercury, Gemini and Apollo to get a feel for how they work -
Due to changes in both KSP and other mods, this is no longer functional at this time. First version is available here: http://spacedock.info/mod/820/Contract Filter Continued License: Creative Commons Attribution-NonCommercial-ShareAlike Source code available here: https://github.com/linuxgurugamer/ContractFilterContinued Welcome to Contract Filter! This mod was created as a "more extensive" version of Rejector by SilverFox. SilverFox has graciously allowed me to take the mod over. What Contract Filter allows you as the user to do, is to configure how you want each type of contract to be when you accept it or reject it. For example, if you need 60 science to get that next node, and you know there's going to be contracts with a reward of 60 science, then you can click on the type of contract you want to receive, whether it's Part Testing, Collecting Science, ISRU contracts, Body Surveys, or Science Gatherings, then you scroll to the textbox for minScienceComplete and put that from 0 to 60. Now after you save that up, you can start sorting your contracts! When it sorts the contracts, it'll check all the conditions of the contract to match all the numbers and letters you gave it. So since you had a minimum requirement of 60 science upon completion, all those little contracts with 12 science and 5 science go poof. But all the 60+ science ones stay You can do this for funds, science, reputation, contract parameters, bodies, and strings! If you don't like those pesky Part testing while flying over a planet contracts, it's simple! Just click on PartTest tab, then go to Blacklist Strings, then type into the box "flying over" (be careful, it's case sensitive!) and then add in the string to the blacklist. Save your settings, then start the sorting, and now all of those "flying over" contracts will vanish! As another handy feature, you can just not get part test contracts at all! When you click on a contract type, just click the "Reject" button, and it will turn into an "Accept" button, letting you know that the type is now rejected, and you have the ability to accept the type again at any time. WARNING: NOT SAVING YOUR SETTINGS CAN RESULT IN SETTINGS LOSS IF YOU CLOSE YOUR GAME, ALWAYS REMEMBER TO SAVE! Donations gratefully accepted https://www.patreon.com/linuxgurugamer As you can see above, I don't want any Science collecting, Base making, or Planting of the flag contracts. Also, when I get my Explore x body contracts, I don't want to get them for Eve, Laythe, or the Sun. You can reject or accept a contract type by clicking the toggle to the left in the leftmost window. This saves the extra clicks of having to open the second window, reject it and then close the window. Use the Edit All button! You can edit all the type preferences at once! The Time Interval is used to control how often it scans the available contracts.
-
[1.12] Extraplanetary Launchpads v6.99.3
linuxgurugamer replied to taniwha's topic in KSP1 Mod Releases
I did, was a mistake, sorry. My impression is that the VS compiler is a bit more efficient that the mono compiler on Linux -
[1.12] Extraplanetary Launchpads v6.99.3
linuxgurugamer replied to taniwha's topic in KSP1 Mod Releases
Thanks, but I was aimg that question at @taniwha -
Ok, I'm finally able to get back to this. I'd appreciate save files which may have shown the problem. Thanks
-
[1.12] Extraplanetary Launchpads v6.99.3
linuxgurugamer replied to taniwha's topic in KSP1 Mod Releases
Thank you -
[1.12] Extraplanetary Launchpads v6.99.3
linuxgurugamer replied to taniwha's topic in KSP1 Mod Releases
So, is the original maintainer still working on this? Also, did you just recompile on Windows? Visual Studio? -
No, it's not. Are you running the latest ContractConfigurator version?
-
[1.3.1] Persistent Dynamic Pod Names release
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
It was a problem on the ksp-avc site, I just fixed it. But it will probably be a few hours before CKAN sees it thanks -
For those interested, I released my new mod today to help with naming ships:
-
Naming scheme for your ships! (0.24 edition)
linuxgurugamer replied to mangekyou-sama's topic in KSP1 Discussion
For those interested, i released a new mod today to help with naming ships: -
I'm feeling sad