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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Go to the store, and go to the download. You will be able to download the latest version
  2. I was hoping to avoid that, but I don't think I have a choice.
  3. Doesn't matter, ckan pulls the information from the .version file inside the zip file But thanks for asking. I'll get an update out in a few minutes
  4. Well, that's what I'm doing, but would like to be able to specify predefined abbreviations, otherwise there can be confusing conflicts. For now, I'm just pulling all the capitol letters that are in the name and using that as an abbreviation
  5. Nothing was changed re. the tanks for a long time. can you zip up your KW directory AND your save directory and upload to dropbox or googleDrive? Also, a list of mods would be useful
  6. Is there an easy way (or any way) to tell where a ship was launched from? I could live with knowing which launch site it is on when the initial stage is activated LGG
  7. Patcher DOES NOT WORK, you need to download the whole game unless using Steam I think the patcher was intended to be more of a torrent patcher than an rsync patcher Rsync, not torrent
  8. Any ETA, this is really hurting :-) Also, when you finally get it going, it might make sense to simply capture the input field which Squad is using. Actually, thinking about it, you might have that as an option, so that people could compare the Squad search vs your search.
  9. there is no patch, you need to download the new version. If you are using Steam, it will update automatically.
  10. The reason I would like a list is so that I can have abbreviations pre-defined. I know I can get a list of the installed propellants, but I'd like to have as much pre-defined as possible so that the users won't come back to me saying "I use propellant X and it isn't showing up". This will all be configurable. For now, the basic propellents are: # fueltype is/are the type(s) of propellent(s) in the current stage fueltype { values = LiquidFuel Oxidizer SolidFuel MonoPropellant XenonGas LiquidFuel = L Oxidizer = SolidFuel = S MonoPropellant = M XenonGas = X }
  11. No, this has nothing to do with KRASH. Maybe a simple mod to disable those two characters, but I don't have time for that
  12. I'm writing a mod to generate vessel names based on a template, one of the template items is the type of propellant . It will be configurable via a cfg file, so it isn't critical to get all the data now, but I'd like to have the cfg file contain as many of the propellant types as possible.
  13. I need a complete list of all possible propellant types. I know of the following which are standard in KSP: LiquidFuel Oxidizer MonoPropellant SolidFuel XenonGas I also found a spreadsheat from RealFuels which lists the following: SolidFuel LqdHydrogen LqdMethane LqdHydrogen Water LqdAmmonia HAN HTP Hydrazine MonoPropellant NitrousOxide Nitrogen LqdHydrogen LqdMethane Ethane Ethylene Kerosene Hydrazine Ethanol75 Pentaborane Diborane LqdHydrogen LqdMethane Ethane MMH Hydrazine LqdAmmonia Pentaborane LqdHydrogen LqdMethane Ethane Kerosene MMH Hydrazine Diborane Pentaborane LqdHydrogen Kerosene Kerosene MMH LqdMethane Ethylene MMH Hydrazine LqdAmmonia Pentaborane MMH Hydrazine Hydrazine UDMH MMH Hydrazine Aerozine50 Pentaborane UH25 MMH UDMH Aniline MMH UDMH MMH Hydrazine Kerosene Pentaborane Diborane Pentaborane Furfuryl Kerosene Hydrazine Aniline Tonka250 I need to know what, if any, other propellants are available in mods, and for the list from RealFuels, which ones are actually used by mods in the game? Thanks
  14. Additionally, KRASH is available without KCT, so if you are in a hard mode, but not playing KCT, you can still have the same simulations
  15. The instructions will be updated in the next release, with an "Installation4Dummies" file
  16. Not at the present time. I'm currently working on another mod which does more extensive naming, so don't have a lot of time for this one.
  17. You can edit the "patterns" file to remove if you don't want it. Remove the "<C>"
  18. I just saw that you didn't merge my pull on Github, are you going to be doing that?
  19. great, thanks. If you want to come up with a better way, let me know.
  20. Hi, There is a small api function which is used by AutomatedScreenshots, I think it is something like "set_m_....", I'm at work and can't check. Can you please be sure to keep it? I'll get an update for AutomatedScreenshots this evening using your new release Thanks
  21. well, I guess I did some bad research :-) So why am I getting the EventSystem does not existin the current context? I have the following using statements: using UnityEngine; using UnityEngine.UI; Never mind, found it: using UnityEngine.EventSystems; Oh, and thank you for the help
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