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KSP2 Release Notes
Everything posted by linuxgurugamer
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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
- 2,176 replies
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- totm july 2019
- spacedock
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(and 3 more)
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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 -
[WIP] Kompetitors - Looking for crowd sourced scenarios
linuxgurugamer replied to a topic in KSP1 Mod Development
If I get time, I'll see if I can get you a list of them later this evening (2 pm here) -
[WIP] Kompetitors - Looking for crowd sourced scenarios
linuxgurugamer replied to a topic in KSP1 Mod Development
Look at the tutorial missions in 1.1 (when you can), use them as an initial series of missions/events/stuff for the competitors -
KW Rocketry Community Fixes, for 1.0.5 and below
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Can't help you then, sorry. If the game works in a new save, but not in an old save, then you have a broken save file. Best thing to do would be to get a working save from from a backup and start over -
KW Rocketry Community Fixes, for 1.0.5 and below
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Once you mentioned other mods, it becomes very difficult. What other mods do you have installed? -
Ok. I'm going to totally rebuild the mod, and create a new download file. Maybe you have an older file which Google is caching. Download from here, it's a totally new file: https://drive.google.com/file/d/0Bzid7e3pW1k7Z3NCQ2VFVUE5ZlU/view?usp=sharing Oh, and I really appreciate your doing this testing
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Sorry, I don't understand. Maybe the picture will help, but from what I see above, you did pull the coupler away from the tank. Please elaborate. Keep in mind that I never used this mod in 1.0.5, so really am somewhat guessing here. Take a look at this series of pictures showing the same thing as you, with moving the decoiupler in all 6 directions: If this isn't working for you, then I need to figure out what is not correct.
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For anyone who likes the "pay to play", there are many mod authors who would love contributions (myself included). We don't do this for money, we do it for enjoyment. For me, this is the first game I've ever modded, and am actually having as much fun modding as I do playing the game. But I would still accept contributions (Patreon account). Re KRASH, it is working for 1.1, and is available here: https://drive.google.com/file/d/0Bzid7e3pW1k7N24tSWZLYzBkQ1E/view?usp=sharing Bug reports are welcomed!