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Everything posted by linuxgurugamer
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I just had a problem where crew was refusing to work on the launchpad. Adding some LS supplies fixed the problem. However, I recruited a new pilot and she was willing to work.
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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
Ok. According to the wiki, it says that the: parameter = SomeParameterName must be completed before the waypoint becomes visible. If I specify this, do I still need to specify hidden=true?- 5,206 replies
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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
Thanks. Will this fix the Waypoint Manager issue as well?- 5,206 replies
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[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
linuxgurugamer replied to rbray89's topic in KSP1 Mod Releases
Why would that be? Textures would still be the same -
[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
linuxgurugamer replied to rbray89's topic in KSP1 Mod Releases
Ok, I just tried out 1.4, with a standard startup. No change from before. -
[1.0] TurboNisuReloaded - Stock-a-Like Parts Pack [06/05/15]
linuxgurugamer replied to a__gun's topic in KSP1 Mod Releases
Thanks -
[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
linuxgurugamer replied to rbray89's topic in KSP1 Mod Releases
I'll take a look at this later this evening Sounds interesting and promising BTW, can you please put the version number into the file name? It would help avoid issues with multiple downloads. Thanks LGG -
1. No way to cancel a posting. If you start, then go to another thread, then come back and want to make a new post, it remembers what you did. This is fine except when you started it by quoting, the quote seems to be impossible to remove 2. I've tried searching in a thread for a string that I knew was there (ie: "1.0.5" without the quotes), it couldn't find it.
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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
The expression I added fixed the crew problem, but there is still an issue with the waypoints. I also see the following in the contract window, and Waypoint Manager is showing all 5 waypoints, even though the Contract windows is only showing the next one (as intended) Scientist Lenus Kerman would like you to go investigate [ "Marker", "Memorial", "Milestone", "Monument", "Museum", "Tree", "Battleground", "Benchmark", "Bend", "Blaze" ].Random() Here is the code for that: DATA { type = int numWaypoints = Random(1, 5) calcMinCrew = @/targetVessel.CrewCapacity() > 0 ? 1:0 } DATA { type = string k1 = RandomKerbalName(Male) //k2,k3,k4,k5 also defined a1 = [ "Marker", "Memorial", "Milestone", "Monument", "Museum", "Tree", "Battleground", "Benchmark", "Bend", "Blaze" ].Random() //a2, a3, a4, and a5 also defined } ... PARAMETER { name = Location1Arrival type = VisitWaypoint index = 1 title = Scientist @/k1 would like you to go investigate @/a1 } ... hiddenParameter = Location2AllObjectives PARAMETER { name = Location2AllObjectives type = Sequence disableOnStateChange = false title = Rover Expedition hiddenParameter = Location2AllResearch ....- 5,206 replies
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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
Umm, I think I needed to add a requirement, will this do it: PARAMETER { name = HasCrew type = HasCrew //minCrew = @/targetVessel.CrewCapacity() minCrew = @/calcMinCrew REQUIREMENT { name = crewRequirement type = Expression expression = @/calcMinCrew > 0 } }- 5,206 replies
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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
Have a problem. The following code: DATA { type = Vessel requiredValue = true targetVessel = AllVessels().Where(v => v.VesselType() == Rover && v.IsLanded() == true).Random() } DATA { type = int calcMinCrew = @/targetVessel.CrewCapacity() > 0? 1:0 } PARAMETER { name = HasCrew type = HasCrew minCrew = @/calcMinCrew } works, but when a contract was generated for an unmanned probe, and I try to do it, I see the following in the contract window as unfulfilled: Crew: At least 0 Kerbals So I can never finish the contract because of this. I also see the following in the contract window: Scientist Lenus Kerman would like you to go investigate [ "Marker", "Memorial", "Milestone", "Monument", "Museum", "Tree", "Battleground", "Benchmark", "Bend", "Blaze" ].Random() Here is the code for that: DATA { type = string k1 = RandomKerbalName(Male) a1 = [ "Marker", "Memorial", "Milestone", "Monument", "Museum", "Tree", "Battleground", "Benchmark", "Bend", "Blaze" ].Random() } ... PARAMETER { name = Location1Arrival type = VisitWaypoint index = 1 title = Scientist @/k1 would like you to go investigate @/a1 } I'm not even sure how to post this as an issue right now :-(- 5,206 replies
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
linuxgurugamer replied to Nertea's topic in KSP1 Mod Releases
Ok, no pressure. I'm just eager to build my own Thunderbird 2 -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
linuxgurugamer replied to Tiberion's topic in KSP1 Mod Releases
The parts I miss the most are the MPM reaction wheels. -
[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
linuxgurugamer replied to rbray89's topic in KSP1 Mod Releases
Really hope you can figure this out. There are a number of mods I'm not using because of space issues, would really love to use them. While I don't have time for extensive testing, feel free to ask me to try a new version. -
[1.0] TurboNisuReloaded - Stock-a-Like Parts Pack [06/05/15]
linuxgurugamer replied to a__gun's topic in KSP1 Mod Releases
Has anyone tested this with 1.0.5? -
[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
linuxgurugamer replied to rbray89's topic in KSP1 Mod Releases
I posted my ckan file a few minutes ago, here is my compressed gamedata file: https://www.dropbox.com/s/5dhvlq6uponpec1/GameData.zip?dl=0 The compessed file is about half a gig Bandwidth is free for me (FIOS) :-) I should note that my video setup is 4 HD screens (all off of one video card), but I'm playing KSP on a single screen in 1920x1080 -
[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
linuxgurugamer replied to rbray89's topic in KSP1 Mod Releases
Here you go: https://www.dropbox.com/s/zlniixsib0z2wjr/installed-default.ckan?dl=0 -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
linuxgurugamer replied to nightingale's topic in KSP1 Mod Releases
LOL Looks like we were both typing at the same time, they were both posted 1 minute apart Thanks- 5,206 replies
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[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
linuxgurugamer replied to rbray89's topic in KSP1 Mod Releases
I don't mind trying out new versions, but I don't have time to do extensive testing to find if there is a conflict or not. I'm pretty busy with my own mods right now :-) -
[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
linuxgurugamer replied to rbray89's topic in KSP1 Mod Releases
-force-d3d11 -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
linuxgurugamer replied to nightingale's topic in KSP1 Mod Releases
I think I solved it: calcMinCrew = @/targetVessel.CrewCapacity() > 0 ? 1:0- 5,206 replies
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[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
linuxgurugamer replied to rbray89's topic in KSP1 Mod Releases
I use GPU-Z I have between 166 and 170 mods installed (166 via CKAN, and one or two by hand) Use GPU-Z for the video card info yes, but which one, and how can I figure it out without deleting 166 mods one at a time? -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
linuxgurugamer replied to nightingale's topic in KSP1 Mod Releases
Working on my Rovercontracts, I need to set the minimum crew based on whether the selected rover has any crew capacity or not. So, I think this will work, except for the calcMinCrew line. I want it to be either 1 or 0, depending on whether the CrewCapacity is 0 or greater than 0 DATA { type = Vessel requiredValue = true targetVessel = AllVessels().Where(v => v.VesselType() == Rover && v.IsLanded() == true).Random() } DATA { type = int calcMinCrew = @/targetVessel.CrewCapacity() > 0 } PARAMETER { name = HasCrew type = HasCrew minCrew = @/calcMinCrew } Any suggestions? Thanks- 5,206 replies
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[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
linuxgurugamer replied to rbray89's topic in KSP1 Mod Releases
yes, but why isn't it doing anything in standard mode? -
[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
linuxgurugamer replied to rbray89's topic in KSP1 Mod Releases
Ok. I just ran a bunch of tests, here are the results. My conclusion is that the mod does appear to be saving some memory, but not enough for it to be worth it for me. And OpenGL saves more memory than this mod does. This is on Windows 10, system has 32 gig of memory, video board has 2 gig of memory. KSP 1.0.5, with somewhere between 166 and 170 mods installed, some of them are graphics heavy In the table below, "Standard Startup" means that I'm just double-clicking on the KSP icon, OpenGL means that I'm running a small batch file which starts KSP in OpenGL mode: With Dynamic Texture Loader Standard (without DynamicTextureLoader) Standard Startup Standard Startup GCMonitor Task Manager Video Card GCMonitor Task Manager Video Card Initial Menu 3386Mb 2994Mb 664Mb Initial Menu 3831Mb 3538Mb 909Mb Space Center 3713Mb 3331Mb 762Mb Space Center Crash VAB 3906Mb 3519Mb 780Mb VAB Loaded small ship Crash Loaded small ship OpenGL Video card memory maxed OpenGL Video card memory maxed Initial Menu 2270Mb 2019Mb Initial Menu 2270Mb 2324Mb Space Center 2559Mb 2220Mb Space Center 2559Mb 2313Mb VAB 2705Mb 2352Mb VAB 2725Mb 2370Mb Loaded small ship 2864Mb 2501Mb Loaded small ship 270Mb 2390Mb Launch to orbit 2930Mb 2592Mb Launch to orbit 2901Mb 2549mb