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KSP2 Release Notes
Everything posted by linuxgurugamer
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[1.0.x] HoloDeck - Sandboxed Flight Simulations
linuxgurugamer replied to enneract's topic in KSP1 Mod Releases
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. -
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
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[1.1]Hullcam VDS - mod adopted by linuxgamer
linuxgurugamer replied to Albert VDS's topic in KSP1 Mod Releases
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 -
[1.1]Hullcam VDS - mod adopted by linuxgamer
linuxgurugamer replied to Albert VDS's topic in KSP1 Mod Releases
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 -
[1.1]Hullcam VDS - mod adopted by linuxgamer
linuxgurugamer replied to Albert VDS's topic in KSP1 Mod Releases
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. -
[1.1]Hullcam VDS - mod adopted by linuxgamer
linuxgurugamer replied to Albert VDS's topic in KSP1 Mod Releases
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? -
[1.1]Hullcam VDS - mod adopted by linuxgamer
linuxgurugamer replied to Albert VDS's topic in KSP1 Mod Releases
Please take a picture of the folder, I'm wondering if during the editing the filename got changed -
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.
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1/10 name is somewhat familiar
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1.0.5 Eve Return Tips
linuxgurugamer replied to Dfthu's topic in KSP1 Gameplay Questions and Tutorials
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 -
Sorry to say, none of those images are available
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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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[1.0.x] HoloDeck - Sandboxed Flight Simulations
linuxgurugamer replied to enneract's topic in KSP1 Mod Releases
I'll look into seeing if Hyperedit has an API, I'd rather not have to copy it's code. But what I would see is something like the following: Press the sim button to start. A dialog would pop up, with a dropdown to select a planet to start at, and orbit to be at, along with a large button at the bottom to start the sim. -
[1.0.x] HoloDeck - Sandboxed Flight Simulations
linuxgurugamer replied to enneract's topic in KSP1 Mod Releases
As in doing a hyperedit and sim combined? -
[1.0.x] HoloDeck - Sandboxed Flight Simulations
linuxgurugamer replied to enneract's topic in KSP1 Mod Releases
I'm doing some minor work on HoloDeck, including adding a toolbar button to start the simulation instead of the dialog, and also fixing a bug where if you start a sim without a ship, the save file gets messed up. I've been in contact with the original author, and his only request (other than to maintain the license and provide credit) was that the name be changed if I do release this. So, I have a few questions for all of you: Suggestions for a new name suggestions for enhancements If you are an artist, I would consider the donation of an icon. Right now, I have a simple button with the letters SIM on it I already have it working with a button and removed the other dialog info (actually made it simpler) -
How to tell if any parts in ship in the editor
linuxgurugamer posted a topic in KSP1 Mod Development
Subject says it all. I'm doing some work on HoloDeck (may release it eventually under a different name at original author's request). I need to know if, while in the editor, there is anything there. The docs are not obvious. Thanks -
[1.1]Hullcam VDS - mod adopted by linuxgamer
linuxgurugamer replied to Albert VDS's topic in KSP1 Mod Releases
Huh? What are you referring to, my patch? I just posted a patch which will add the docking camera to all docking ports -
[1.1]Hullcam VDS - mod adopted by linuxgamer
linuxgurugamer replied to Albert VDS's topic in KSP1 Mod Releases
We need to see the cfg file, you might have a syntax error -
[1.1]Hullcam VDS - mod adopted by linuxgamer
linuxgurugamer replied to Albert VDS's topic in KSP1 Mod Releases
Just found that the patch to add cameras to all docking ports is somewhat incomplete. It is missing the following that I know of: From VensStockRevamp: ParaDockingPort, Clamp-O-Tron MK 16-XXL Docking Port and more in SpaceY, etc. Adding the following code to the end of the file: DockingPortCameraPatch.cfg adds the camera to all docking ports not listed in the file: // Add the camera to all remaining docking ports which aren't // listed above @PART[*]:HAS[@MODULE[ModuleDockingNode],!MODULE[MuMechModuleHullCameraZoom]]:Final { MODULE { name = MuMechModuleHullCameraZoom cameraName = NavCam cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 cameraPosition = 0, 0.07, 0 cameraFoVMax = 80 cameraFoVMin = 80 cameraMode = 1 } } I would have done this on github, but there isn't a github repository. Also, the source code is residing on Mediafire, please note that the forum is totally disallowing links to mediafire. I'd suggest moving the code somewhere else (github is my suggestion) ============================================================== Can the latest source code please be made available, according to the forum rules? Currently on mediafire, it is version 0.3, but the download is 0.51 Thanks -
[1.3.1] Docking camera (KURS) (14.feb.18)
linuxgurugamer replied to DennyTX's topic in KSP1 Mod Releases
The patch to add the camera to all docking ports is using the part name, and there misses any docking port which doesn't begin with "dockingPort", such as the one in VensStockRevamp: ParaDockingPort, Clamp-O-Tron MK 16-XXL Docking Port. I suggest replacing the @PART[dockingPort*] with @HAS[@MODULE[ModuleDockingNode]] -
[1.3.1] Docking camera (KURS) (14.feb.18)
linuxgurugamer replied to DennyTX's topic in KSP1 Mod Releases
Quoting from the Hullcam thread: - Added docking camera, filters and target readouts to all docking ports. And I use CKAN to install most of my mods. I'm trying to avoid doing manual changes to cfg files (including deleting them). But I like the camera so much, I might just do it anyway :-)