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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. I don't know if any of you read this, but Kerbalstuff has shut down permanently. A notice is on the page. Expect a lot of netkan updates over the next few weeks as people (including myself) move their mods elsewhere. Linuxgurugamer
  2. see the above post I just read the notice that kerbalstuff is shutting down. So you can expect a lot of mods to fail to load via CKAN until everyone gets their stuff updated. I wish there had been some notice so that authors could have moved their stuff elsewhere.
  3. I'm reworking the old HoloDeck to add more functionality to it, and fix some bugs. I'm currently working on merging code from HyperEdit with this, so that a ship simulation can be started in orbit around another planet I'm running into a problem with the GameEvents.onLevelWasLoaded. First, I have the hyperedit code working when I call it from a button in the simulation mode. I'm now trying to get it to work as soon as the level is loaded. Apparently, when this callback is triggered (going from the editor to the flight scene), the scene isn't fully stabilized yet, and calling the orbit code doesn't work. If I add a 5-10 second pause between the time the level is loaded and the orbit code then works. So, I think I need the answers to the following questions: How can I tell when the scene is stabilized? Is there any way I can force the launch to be in orbit? or does it have to start at a launch facility? Any other question you think I should have asked but didnt? Thanks in advance LGG
  4. I ran into this. Deleting all mods from Roverdude in CKAN, then going in and deleting those directories (to be sure you get everything), and then installing works.
  5. Comments on these two potential names: Kerbal Environment Laboratory Simulator (KELS) Kerbal Environment Simulator Laboratory (KESL) Thanks
  6. Hi, I'm working on a simulation mod, and would like to be able to disable AntennaRange temporarily during a simulation. Is there an easy way to do this? Thanks
  7. Hi, I'm working on a simulation mod, and would like to be able to disable RT temporarily during a simulation. Is there an easy way to do this? Thanks
  8. This will happen with integration with HyperEdit. I've pushed a change to them (Hyperedit), now need to wait for it to be accepted and released. It's working for me now. ========= I'm getting close to a release. Just have one bug to find, and also to wait for Cybutek to integrate and release my changes to Hyperedit. Currently it is only from the VAB/SPH, but the code is there to be able to start a sim in flight.
  9. Glad you like it. Be sure that if you want to keep track of time in all games, you set the options correctly.
  10. Well, to start, most people who mod KSP use git. So anyone who would want to fork it would already be familiar with git, mercurial (which I use at work) isn't so popular. Personally, I use git and have contributed to several other mods, having to switch to Mercurial for a single mod would not be worth it for me Setting up a repo is trivial, and if you like, i could set it up, merge your patches and then turn the repo over to you on Github
  11. http://www./download/85411817881jbzz/HullcamVDS0.50-src.zip The 0.51 update was apparently only a recompile for 1.0.5 The url isn't allowed since it's on mediafire, just add mediafire dot com
  12. I assume you did restart the game after editing the file? anyway, if it's working, then I'll assume it was glitch. Glad it works now
  13. Would prefer if it used the camera. Do this: Start a new game, create a ship, put the ship/camera on the pad and try to use it. Then exit, and upload the file to some filesharing service (dropbox, google drive, etc) and post a link to it.
  14. I'll try your file later this evening, see what is going on. Forgot to ask, do you have a log, and can you put it somewhere?
  15. Please take a picture of the folder, I'm wondering if during the editing the filename got changed
  16. Just curious, if you were to put it up on Bitbucket, you would still be using git, correct? I suggested Github because the original is already up there, and it would merely be a matter of forking it and putting in your changes. Also, I know that CKAN works with github, but I'm not aware of any KSP mods which are on github (of course, I could be wrong :-) ) Either way, it's your choice, and I do appreciate the work you did on TAC fuel balancer.
  17. Thanks for the consideration. No problem, I have no problem with being known. LGG
  18. Moar boosters needed Actually, nothing says you have to do it in one go. So why not set up a fuel manufacturing facility on Eve, and put a station in orbit, and then you can boost smaller amounts of ore up to the station. You may want to get the ExtraPlanetry launchpads for this
  19. Sorry to say, none of those images are available
  20. If kerbals are in a station and run out of food, do they go on strike or "poof" back to the space center?
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