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KSP2 Release Notes
Everything posted by linuxgurugamer
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Is not RemoteTech, it's a dll in ContractConfigurator mod, which is looking for RemoteTech
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A little late on the response, but really didn't need one You are looking at commented out lines in the file, that part doesn't use Squad's textures anymore, they are included in the part dir Same thing, the cfg file has those texture replacement lines commented out. I'm not sure what you are using, looks like a really old install
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Doesn't need updating, I updated the title for you
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
linuxgurugamer replied to Paul Kingtiger's topic in KSP1 Mod Releases
On top of what @Daishiis doing, I'm working on making the cameras in the microsat and the Mapcamwedge actually do something. Not yet ready to release, and things are slow right now due to what I think is Covid, so it will wait until Daishi is ready to release his models- 1,555 replies
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[1.12.x] Waypoint Manager - New Dependency added
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Not by me, sorry. -
[1.12.x] AFBW Revived (Joystick & controller mod)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Ummm, before you blame a mod, have you considered that "input locks" refers to all inputs, possibly? Including those of joysticks? After all, a joystick IS an input. -
[1.9.x+] ModuleAnimateGenericEffects
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
is in seconds I would have to look at the parts, etc. to have an idea of what's oging on. If you send them to me, I can take a look -
[1.12.x] L-Tech Continued Release
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Apparently a bad upload, I just uploaded the current release -
[1.12.x] Malah's Quick Mods - ZEROMINIAVC in new thread
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
In the window, it says: It is suggested that you keep the first of each and delete the rest -
Except that the Poodle is available at least one technode earlier than the Wolfhound. If the Wolfhound isn't available, the Poodle is a decent engine Poodle is also about 1.5 ton lighter than the Wolfhound Depending on the mission, the Poodle might be the right choice.
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Because there's a bug It doesn't. It uses the part itself, is not designed (and I'm not going to ) to work with multiple docking ports on a single part. The parts are working with what I have locally, I've fixed the bug and am adding some stuff so I can use this with Universal Storage 2. Not ready to release a beta yet Nope
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I don't know what's going on with your game, I just added the Extra Docking Ports to a test install along with KURS, and it was added properly. I did notice an issue with the positioning of the camera, I'll take a look at it, I'm actually doing some work with the KURS code right now, so it may be a quick fix
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All of them, or just some? The KURS patch only adds the DockingCameraModule to any part which has a ModuleDockingNode and doesn't have the DockingCameraModule already. So I doubt it's related to that. This is the patch: @PART[*]:HAS[@MODULE[ModuleDockingNode],!MODULE[DockingCameraModule]]:Final { MODULE { name = DockingCameraModule noise = false } }
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[1.11.1] Hullcam VDS Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
No, the usage and reference to ModuleDockingNode are much deeper than at first glace -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
linuxgurugamer replied to Paul Kingtiger's topic in KSP1 Mod Releases
What? You want to make me spend about 200 grand to raise your firstborn? I'll pass on that offer, thank you- 1,555 replies
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[1.11.1] Hullcam VDS Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Interesting idea. Looked pretty simple. You can try this, I added a code block which gets the transform from the ModuleGrappleNode if there isn't a ModuleDockingNode: Edit: didn't work, I took a deeper look and there is more to deal with than what I originally thought. -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
linuxgurugamer replied to Paul Kingtiger's topic in KSP1 Mod Releases
New release, 4.0.0.5 Fixed microsats generating more nullrefs Made all microsat animations available in the editor Note: I noticed that the camera isn't available for the advanced microsat in flight. I'm trying to get a UI for it, so you can point the camera to something to take a picture- 1,555 replies
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[1.12.x] Simple Contract Display
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 0.0.0.8 Added manual contract entry, manual contract entries get saved to the save file Renamed DLL from CurrentContractDisplay to SimpleContractDisplay Fixed alpha background for all display field Added slider for adjustable hide time Note: the name of the DLL has been changed, so if you are installing this by hand, please delete the entire directory and reinstall it. CKAN should properly delete the old dll -
New release, 0.0.3.1 Added missing line to config file (was not needed, but nice to have) for processManipulableOnly option Added tank volume calculations Added code to clamp window on screen Now hides the button if no changes are detected Thanks to user @yalov for these: add stackable support: parts, that is fitted at least two times in maxStackCommonVolume, have stackableQuantity, but no more than maxPartsInStack add packedVolume to ModuleCargoPart Bypass reasons info change patch, so an index of ModuleCargoPart is not changed support blacklistRegexPattern, and move KerbalEVA there update settings window (checkbox for all fillers) Fixed parts having ModuleInventoryPart getting a cargo module added Added file versioning, with automatic deletion of old file versions Fixed having manipulable parts constantly getting told to restart game
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[1.11.1] Hullcam VDS Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Hullcam uses the ModuleDockingNode, it will work on any docking port which uses that module