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Everything posted by linuxgurugamer
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Hey BobCat, I've always admired your stuff, but started playing too late to really use it. Any chance you are going to update in the near future? Thanks
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Just to add fuel to the fire here: I have a ship which is using 2 of the MRS Rocket Payload Bay. inside the bay, I have a rover, made with Probodobodyne RoveMate chassis. If I go to the launchpad with the bays open, the Rovemate explodes due to overheating. I tried the trick of rotating the entire ship 90 and 180 degrees, but that didn't make any difference. If I send it to the launch pad with the bays closed, it seems to be ok. If I open up the bays immediately, then sometimes it explodes. However, if I wait a while, then it seems to settle down. When I was testing, I was using Hyperedit to get it to Minmus orbit and then landing. Even there, it exploded, unless I waited a few minutes
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Necrobones, Just a small heads up, I'm not sure what you can do about this: I accidentally installed both the full pack and the lite pack using CKAN. I ended up with very strange problems, such as when trying to add a part in the VAB, it would snap, and then just float, with the snap node disappering. I know that you can put stuff into the netkan file to prevent this, just a suggestion. You might want to put in a warning to people to avoid installing both at the same time.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
linuxgurugamer replied to stupid_chris's topic in KSP1 Mod Releases
Please take this the right way. It is meant as constructive criticism. I think that RealChute is wonderful, but: RealChute is too complicated, in that you need to go into action groups to make changes, which just doesn't make sense to me. Why should I have to set up an action group if all I want to do is to tune a parachute? It would make more sense to be able to right-click a parachute and get the editor window from there. Is there any configurable way to do this, or can you do it for the next release? Thanks LGG -
Not arguing with you for that, but all I need right now is to change the full deployment altitude. RealChute is too complicated, in that you need to go into action groups to make changes, which just doesn't make sense to me. If nothing else, it would make more sense to be able to right-click a parachute and get the editor window from there. LGG
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[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
linuxgurugamer replied to Firov's topic in KSP1 Mod Releases
FYI, the fuel sensor isn't working. When I put the sensor on the tank (SRB), it says in the Resource bar, the word "empty" This is on 1.0.3/1.0.4 It was working in 1.0.2 -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
linuxgurugamer replied to stupid_chris's topic in KSP1 Mod Releases
One more thing, which is really strange. I removed the entire Realchutes directory from the GameData directory, yet the realchutes info window is still this. Could this be FAR adding Realchuteslite? -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
linuxgurugamer replied to stupid_chris's topic in KSP1 Mod Releases
I did some more testing this morning on my 1.0.2 installation, and found what I was remembering In the stock game, you can adjust the following settings on the stock parachutes, in the VAB by right-clicking on the parachute: min pressure altitude But with RealChutes installed, these two lines are gone, making it overly complicated to adjust these two settings, especially in the early game when you don't have action groups available. It appears that RealChutes removes the stock parachutes from the ModuleParachute and adds them to the RealChuteModule, which makes sense given what it does. But this removes the stock way of managing a couple of simple parameters. It seems that RealChutes replaces them with the following: Semi Time Deploy Time And there is a Toggle info button, which shows the RealChute Info Window. It would be most useful if the first two were put back, if possible. In fact, it would be really nice if the following parameters were available from the right-click menu: minDeployment minPressure deploymentAlt preDeploymentspeed deploymentSpeed This would make it much simpler to use when the full features of the mod aren't required. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
linuxgurugamer replied to stupid_chris's topic in KSP1 Mod Releases
I found the problem. I had the mod Action Groups Extended installed. When I uninstalled it, the parachute editor came up properly I've posted a similar message in that forum, would be nice if the two authors could figure out how to make this work. In the meantime, i don't really need that mod, so I'll just run without it. LGG -
I just found an incompatibility between RealChutes and ActionGroupsExtended. When AGE is installed, the RealChutes parachute editor does NOT come up when the part is selected.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
linuxgurugamer replied to stupid_chris's topic in KSP1 Mod Releases
Hi, I'm not sure what's going on, so any idea will help. This is a problem in my 1.0.2 AND 1.0.3 install Used to be that you could tweak things in Realchute such as the deployment altitude, atmo pressure, etc. I just noticed that I can't do that anymore. I have Realchute 1.3.2.3 installed Is anyone aware of any mods which might do this? I have a lot, so before I start listing everything, I'm hoping for a little direction. LGG -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
linuxgurugamer replied to TriggerAu's topic in KSP1 Mod Releases
The only difference between the two is a bug fix. -
[1.2] Procedural Fairings 3.20 (November 8)
linuxgurugamer replied to e-dog's topic in KSP1 Mod Releases
I'm having a strange problem when using these and MechJeb. I use the Mechjeb Ascent Guidance computer, with Auto-warp set. Usually, I have to tell Mechjeb to stop at a specific stage or else it jettisons the fairing way too soon. What I saw was that Mechjeb does NOT autowarp until I manually jettison the fairing, then it works fine. I'm not sure where the problem is, I'll post this also in the Mechjeb thread. This is on 1.0.3, which I know it hasn't been updated for yet. But I think I've seen this on 1.0.2 as well. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
linuxgurugamer replied to sirkut's topic in KSP1 Mod Releases
Take a look at this: http://forum.kerbalspaceprogram.com/threads/65365 -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
linuxgurugamer replied to Nertea's topic in KSP1 Mod Releases
The following code will allow AutoPruner to prune the thermal parts, just put it into a file such as: thermal.prnl and run it: pruner -prune thermal.prnl File: # # Delete the new Squad radiators # Squad/Parts/Thermal -
[1.8.x] CraftHistory - 2.2.1 - 18.10.2019
linuxgurugamer replied to SpaceTiger's topic in KSP1 Mod Releases
Where are the history files stored? -
I just installed the latest version (0.40 I think). and yes, i did install Git. I'm getting a lot of the following in the liquid.exe window: Use '--' to separate paths from revisions, like this: 'git <command> [<revision>...] -- [<file>...]' fatal: ambiguous argument 'HEAD': unknown revision or path not in the working tree. Use '--' to separate paths from revisions, like this: 'git <command> [<revision>...] -- [<file>...]' fatal: ambiguous argument 'HEAD': unknown revision or path not in the working tree. I tried deleting all the .git directories and restarting, but it continued. I have three saves here, it appears to only be in one save, but I'm not sure It does appear to be working, since I can see things in the browser Any ideas? Thanks in advance LGG
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[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
linuxgurugamer replied to JPLRepo's topic in KSP1 Mod Releases
Well, that does make sense, since when in cryo, they aren't doing anything to earn xp -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
linuxgurugamer replied to Angelo Kerman's topic in KSP1 Mod Development
I've taken the liberty to set up 3 different zip files. While I think these are correct, you need to test them yourself. DeepSpaceExplorationVessels Pathfinder WildBlueIndustriesSA I saw you had a png file there in the Squad folder, I'm not sure what it is, and I'm not sure if you need to put it in that directory, I'd suggest you see if you can put it somewhere else. Hope this helps LGG