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KSP2 Release Notes
Everything posted by linuxgurugamer
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Is there a mod that you couldn't live without?
linuxgurugamer replied to Foxster's topic in KSP1 Mods Discussions
No, but Kerbal Engineer comes close -
For the generator, someone can mod a part For the transfer calculator, there are already two different mods which do that: TWP, available here: and MechJeb, which includes one. There are just too many things which too many people keep saying "Should be stock". Yes, there is stuff which I feel should be stock, but others don't. The modding community supplies the needs, eliminating the need for Squad to do it.
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There is a version of KRASH available for 1.1 now, see the first post for ino on it Two things: 1. Make sure you are running the latest code. If running 1.0.5, the normal location. If 1.1, you MUST use the dev version available in the first post 2. Get me a copy of the KSP_Data/output_log.txt file (assuming you are on Windows)
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I'm not willing to put things into CKAN (this from a self-proclaimed CKAN lover) unti 1.1 is fully released. I had trouble enough merely updating KW Rocketry community Fixes with someone having a problem. Besides, I still consider all of the 1.1 mods as "in development", and as such, won't update until out of development. Once 1.1 is released, if Kramer doesn't want to pick it up, I'll then take it over. Right now I'm just doing this because he doesn't have access to 1.1
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Well, he said high thrust, short duration. Subs, especially single segment, could be refurbished fairly quickly, and are cheap enough to allow a number of Srbs in storage
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In that case, it's not an SSTO. But it's a good concept, just use high-powered SRBs with parachutes and StageRecovery
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KSP Has Spoiled My Enjoyment Of Hollywood Space Movies
linuxgurugamer replied to NeoMorph's topic in The Lounge
One of my most favorite series. Wish I could be part of BuNine, but recognize that I can't. Keep up the good work -
Thank You
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- totm july 2019
- spacedock
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[1.1] RemoteTech v1.6.10 [2016-04-12]
linuxgurugamer replied to Peppie23's topic in KSP1 Mod Releases
I think there is a callback for that. I know I use it in my mods, I'll look it up later I think this may be what you want: static private UICLASS uiVisiblity; void Start() { uiVisiblity = new UICLASS (); uiVisiblity.Awake (); } uiVisiblity.isVisible (); -
[WIP] Kompetitors - Looking for crowd sourced scenarios
linuxgurugamer replied to a topic in KSP1 Mod Development
ok Here's another suggestion: Create a list of all the planets, sorted by distance from Kerbin (or HomeWorld, if you want to support alternative planetary systems). Create a set of missions which go to each: Probe flyby Probe orbit Manned orbit Manned landing Space station Mining Ground base Also, science from each planet, both in orbit and on land Randomize it a bit