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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. I'm going to guess that since wheels are still a WIP (work in progress), that this won't be updated until after 1.1 is finally released. At that point, I would think a couple of weeks, depending on how much time the author has to work on it
  2. 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.
  3. 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)
  4. Sometimes you just need to exit CKAN and restart for that problem to go away.
  5. 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
  6. KramaxAutopilot 0.3 is now available for KSP 1.1 for testing: https://drive.google.com/file/d/0Bzid7e3pW1k7NjRCMnhzTDl0YTg/view?usp=sharing This was done with the author's permission
  7. Kramax Autopilot is now available for testing for KSP 1.1: https://drive.google.com/file/d/0Bzid7e3pW1k7NjRCMnhzTDl0YTg/view?usp=sharing I did this with the author's permission
  8. Well, I figured out the difference between us: You are running on Linux, I'm developing on Windows. I'll have to do some testing on Linux, I haven't done anything there yet. So I'll record this as a problem with the Linux build
  9. I see an error in your log which I don't have in mine. I have to go, will be back later to dig some more
  10. 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
  11. I know, but haven't yet figured out that part. At least with this, you can just click 2x without moving the mouse.
  12. In that case, it's not an SSTO. But it's a good concept, just use high-powered SRBs with parachutes and StageRecovery
  13. One of my most favorite series. Wish I could be part of BuNine, but recognize that I can't. Keep up the good work
  14. 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 ();
  15. 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
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