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Everything posted by linuxgurugamer
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[1.9.x] Better Science Labs Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Thank you for posting that. I uploaded an update today; the previous code wasn't working. I'm hoping to create some slightly modified models by welding some parts together; I'd like them to look more sciencey. suggestions are welcome -
Well, I found my problem. Turns out that I had two apparently incompatible modules there, the ModuleScienceExperiment and the ModuleScienceLab. Once I commented out the ModuleScienceExperiment, things started working again: // The following two modules don't work together MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceLab containerModuleIndex = 0 // dataTransmissionBoost = 1.5 dataStorage = 250 crewsRequired = 1 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 5 SurfaceBonus = 0.1 ContextBonus = 0.25 homeworldMultiplier = 0.1 RESOURCE_PROCESS { name = ElectricCharge amount = 10 } } Hope this helps someone in the same situation.
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Hi, I don't have much time, but I'm hoping that someone might be able to point me in the right direction. I'm working on modding some parts for the Better Science Labs Continued. I just found that when I right-click on one of my modded parts, the right-click menu doesn't show up, and then never shows up for anything else until I go back to the VAB. There aren't any errors in the log. I realize this isn't a lot of info, but I don't really have much. Can anyone give me a suggestion as to what I might need to check? Thanks in advance. LGG
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
linuxgurugamer replied to bac9's topic in KSP1 Mod Releases
Hee hee. 98 mods on Windows and Linux, not so many on OS X LGG- 4,460 replies
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[1.9.x] Better Science Labs Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Ok. New release is up, and I've added it to CKAN, so it should be there soon -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
linuxgurugamer replied to KospY's topic in KSP1 Mod Releases
Yes. You use the G key to grab, and then to use the tool in your hand to attach parts, use the X key -
[1.9.x] Better Science Labs Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I don't really know what the SurfaceBonus, ContextBonux & homeworldMultiplier do, you will need to test to be sure it does what you want. Other than that, I haven't seen any problems -
Please head over to my release thread for Better Science Labs Continued for any more discussion on this.
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[1.9.x] Better Science Labs Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I'm still figuring out the snack probe, thanks for that. I'll add the license to the first post in 5 minutes, thanks for the heads-up. This is a WIP, so all constructive comments are extremely welcome. LGG - - - Updated - - - Is this the correct syntax: PART:NEEDS[Firespitter] { .... -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
linuxgurugamer replied to Nertea's topic in KSP1 Mod Releases
Would you like an enlarged cargo bay? It's not difficult to do, I could whip up a few different variations on the length pretty quickly. It's actually only copying a cfg file and changing 2 lines. If so, just PM me. I can either do it as a new mod, or just get the files to you. I just looked at OPT. I'm not sure it's necessary to make an enlarged bay, you can simply stack multiple bays on top of each other. A shorter one may be desired, however. -
I've forked an old project called Better Science labs. I'm adding extra labs which don't exist. You can find it here: http://spacedock.info/mod/45/Better%20Science%20Labs%20Continued IMPORTANT INSTALLATION INSTRUCTIONS for 1.7 and later In 1.7, the Mk1-2 pod has been deprecated, moved into the zDeprecated directory, and are not directly accessible during loading. To address this, I've provided a pair of scripts, one to be used on Windows and the other to be used on both Linux & OSX. These only need to be run one time Windows Instructions Open the BetterScienceLabsContinued folder in Windows Explorer Double-click on the file Windows_CopyTextures.bat (note that on most systems, you won't see the .bat) Linux & OSX Desktop Instructions Open the BetterScienceLabsContinued folder Desktop Double-click on the file: BashCopyTextures.sh Linux & OSX Terminal Instructions Change to the GameData/BetterScienceLabsContinued directory Type the following: bash BashCopyTextures.sh Currently it has the following new labs: Crew Cabin Science MPL-CC-2, same size as the hitchkiker MK 2 Crewed Lab MPL-MK2-2, same length as the Large Crewed Lab, but in a Mk 2 shape Mobile Processing Lab MPL-mk2-LC-2, same size as the Mk 2 Lander Can Mobile Processing Lab MPL-Mk1-2-2, same size and shape as the Mk 1-2 command pod S.N.A.C.K Retrieval Probe SRP-01 For the Firespitter mod: Mobile Processing Lab MLS-FS-2, same size as the Firespitter crew fuselage For the HGR mod: Mobile Processing Lab MPL-ON-2, same size as the Onion Command pod For the OPT mod: J Mobile Lab LP3, short version, 1/2 the length of the supplied lab LP3 FYI, the OPT lab will be released later today (Friday, 6/12) Donations gratefully accepted: https://www.patreon.com/linuxgurugamer http://i.imgur.com/5MVNRM7.png All original licenses apply: all configs and documentation licensed MIT: http://opensource.org/licenses/MIT by Cychotha B9 Aerospace models and textures licensed Creative Commons (CC BY-NC-SA 3.0): https://creativecommons.org/licenses/by-nc-sa/3.0/ by bac9 et.al. available at http://forum.kerbalspaceprogram.com/threads/92630-0-24-2-B9-Aerospace-Release-5
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I've made a modification of the current OPT lab, it's 1/2 the length of the regular one. I hope to get it uploaded later today. The MKIV mod is not ready yet, so I'm not going to do anything with that until it is released.
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
linuxgurugamer replied to Nertea's topic in KSP1 Mod Releases
why not look at OPT until the MKIV is ready? -
Just updated to 0.1.1.0. I added the parameters which I missed in a couple of the parts: SurfaceBonus ContextBonus homeworldMultiplier
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I'm not exactly sure (yet) what they mean. My first job was to try to bring them up to 1.0.2 standards, and now I'll be going through them. I think those will be added to the others; I copied them from the LargeCrewedLab which is in stock. I'm using the stock science bays (Large Crewed Lab & Material Bay) as a basis for my current changes. So, I believe that some of these would only apply if it was manned. I may have missed putting some in to the others, and if anybody else can provide a good explanation for these parameters, that would be great: SurfaceBonus ContextBonus homeworldMultiplier Regarding your creating new lab types, I'd be happy to include them in this mod if you like.
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New release: Better Science Labs Continued Comments welcome. Balancing is still in progress
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The Gimbol fix is defaulted to not enabled. There IS an overall setting, which lives in GameData called StockPlusController.cfg, and looks like: STOCK_PLUS { plusActive = True } The original code I posted was from claw's cfg file. So you are saying that once the original code gave it a name, you can reference the name in the @MODULE line. Nice So what I am going to do is to add this code to the StockPlusController.cfg file, so I don't have to worry about changing it again Thank you
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Hi, I'm using the Stock Bug Fix mod, and would like to keep a setting persistent between different versions. This is the code in one of the cfg file: @PART [*]:HAS[@MODULE[ModuleGimbal]] { MODULE { name = MGFix plusEnabled = False } } If I put the following into a cfg file in the GameData directory, will this override the setting in the original cfg file: @PART [*]:HAS[@MODULE[ModuleGimbal]]:Final { MODULE { name = MGFix plusEnabled = True } } Thanks in advance LGG
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First, I'd like to thank you (again) for doing this work. It really makes a difference. Is there any way you can have a cfg file which would override the "plusEnabled = false" you have defaulted in the ModuleGimbalFix? In fact (this may be wishing a bit), since you have the plusEnabled in many of them, and they all get overridden every time a new version is released/installed, could you extend this to a way to specify the plusEnabled in a different file for all the modules? For example, you recommended and supply a "StockPlusController.cfg" to live in the GameData folder, so that the overall plusActive setting would be retained. Would it be possible to extend this file for so that the plusEnabled setting be stored there instead of in the StockBugFixModules directories? I'm not a MM expert, but would it be possible to specify a MM cfg which would override the setting in another MM cfg? This isn't too important for me, other than the gimbal fix, but if others are disabling the plus for specific modules, I can see this being very useful. Thanks Edit: I think I just answered my question. If I put the following into the GameData\StockPlusController.cfg file, I'm pretty sure this will work, I've asked the question in the modulemanager thread for confirmation: STOCK_PLUS { plusActive = True } @PART [*]:HAS[@MODULE[MGFix]]:Final { @MODULE[MGFix] { @plusEnabled = True } } and obviously, you can do the same for anything else which has the plusenabled flag. Hope this helps someone else LGG Edit: A better syntax was posted in the MM thread, so I updated it above
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[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
linuxgurugamer replied to JPLRepo's topic in KSP1 Mod Releases
Stupid me, I referenced this recursively. :-)