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KSP2 Release Notes
Everything posted by linuxgurugamer
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The beta will need an opt-in, watch the forums/reddit/etc for details
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Just so you know, there is already a mod which drastically modifies the way the Astronaut Complex works, it's called KSI
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Timing your launch
linuxgurugamer replied to phantom000's topic in KSP1 Gameplay Questions and Tutorials
Some engines don't get full thrust right away, so the best idea is to set the launch clamps to release when you light the SRBs. Start the main engines first, wait about 1 second and then light the SRBs. -
Which is the best location for an interplanetary outpost?
linuxgurugamer replied to Butterbar's topic in KSP1 Discussion
or Mun? Frankly, Minmus is/should be the first. Lots of flat areas to land on and build, easy to land, etc.- 26 replies
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- colonization
- base
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
linuxgurugamer replied to nightingale's topic in KSP1 Mod Releases
LOL. Sorry, I knew it was you, and wanted to get you the info. LGG- 5,225 replies
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Help with parachutes (Newb)
linuxgurugamer replied to Giygus's topic in KSP1 Gameplay Questions and Tutorials
First off, jettison the engine and tanks. Second you need to reenter retrograde, the way you are, you aren't slowing down If you have airbrages, add and use them You need to be below 250m/sec to deploy the chutes. You could also separate each module and land each. This will be a bit trickier, you will need to flip between the three until the chutes are deployed Fourth, do 2 or 3 different missions to do the 6 kerbals; they don't all need to be done at the same time -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
linuxgurugamer replied to nightingale's topic in KSP1 Mod Releases
@nightingale I released KRASH 0.4.0 a few days ago with that flag you asked for. Take a look at the wrapper file included in the mod LGG- 5,225 replies
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I would suggest that you should create a config page, where the pay values can be configured according to the player's desires. Take a look at KRASH, which I released a few weeks ago and just released the 0.4.0 update which added a config page. You can see that there are configs for each mode of play (Easy, Normal, Moderate, Hard, Custom) as well as the ability to create your own custom config. LGG
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Gone Forever
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Well, you can rescue a kerbal and then dismiss that kerbal from your program. You would still come out ahead. Interesting idea, you may want to look at KSI, which revamps the hiring process.
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I am hoping you can help me with this: In the FixedUpdate code of the DoLander class, I have been having the problem of teleporting and sometimes being teleported below the surface, resulting in an explosion. My example is: Teleport to landing on Eve Latitude: 6.6 Longitude: -48.5 The code: var pqs = Body.pqsController; var alt = pqs.GetSurfaceHeight( QuaternionD.AngleAxis(Longitude, Vector3d.down) * QuaternionD.AngleAxis(Latitude, Vector3d.forward) * Vector3d.right) - pqs.radius; returns an altitude of: 4791.78949197463 and then I'm adding a value to it. If I add enough to the calculated altitude, it does appear properly, and when it lands, it shows that the calculated altitude not correct, but is at 4893. So it appears that the GetSurfaceHeight is not correct. This particular position is on a 30-40 degree slope, but I've seen similar when teleporting to other flatter areas. Any ideas? Thanks
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Two things: KCT is going to depreciate it's sim mode in favor of KRASH. Disclaimer, I'm the author of KRASH Both KCT and KRASH work by saving the entire game, and then reverting it. In order for GT to work with these, it is going to have to somehow save data external to the save file. @Overengineer1Contact me if you would like to work on a way to have KRASH store persistent information for you (which will be available after the sim is completed). I have a mechanism in place already which I use internally, will just need to write an API for you to access LGG
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@linuxgurugamer any ideas? It isn't Unmanned Contracts. I just loaded both GAP and UnmannedContracts into my test install, and they both loaded without a problem. The grouping in the above log is merely a coincidence @Miravlix What other mods/contract packs do you have loaded?
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- contract configurator
- contract pack
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KW Rocketry Community Fixes, for 1.0.5 and below
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Done, it was on the ksp-avc site, I updated it. Nope, Not gonna do that :-) All I'm doing is maintaining the patches. I'm not going to be changing anything like that. But the original author is still around, I think he may be working on it after 1.1 comes out. -
KW Rocketry Community Fixes, for 1.0.5 and below
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
This has been fixed, new version uploaded Problem was SRBs used a different name for the animation, had to modify the patch appropriately -
KW Rocketry Community Fixes, for 1.0.5 and below
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Thanks for the report. I'll take a look, probably I didn't make the change for the SRBS -
ok. I'll take a look Ok, I'll take a look at unmanned contracts, it should be fairly easy to rename them. I'll do this in the next day or so LGG
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- contract configurator
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@linuxgurugamer any ideas? When are you coming out with your next update?
- 1,054 replies
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- contract configurator
- contract pack
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KSP1 Computer Building/Buying Megathread
linuxgurugamer replied to Leonov's topic in KSP1 Discussion
That's very strange, I am happily using a GTX 760 with updated drivers.