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Everything posted by linuxgurugamer
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I already fixed that. But there are other things which I'm bringing up to snuff. Right now I'm trying (not too successfully) to replace the texture of the Mk2 Crew Fusalage (which I've doubled in length) with the texture from the Large Crewed Lab, to make it look more sciencey. Then I'll be working on the balance issues. MK IV labs is an idea, but what is OPT? Are you referring to this: http://forum.kerbalspaceprogram.com/threads/97525-WIP-Large-Diameter-Space-Plane-Parts LGG
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Hi, I'm working on updating the old mod Better Science Labs. In advance, please understand that I know next to nothing about modeling and graphics. I'm trying to take the model of the Mk2 Crew Cabin, and put the texture of the Large Crewed Lab over it instead of the crew cabin texture. See the code fragment below: MODEL { model = Squad/Parts/Utility/mk2CrewCabin/model // The following two lines work with the standard mesh scaled to 2x the height // to match the size of the Large Crewed Lab texture = Squad/Parts/Utility/mk2CrewCabin/mk2CrewCabin scale = 1,2,1 // The following is what I'm trying to make work // texture = Squad/Parts/Science/LargeCrewedLab/Large_Crewed_Lab //scale = 1,1,1 } mesh = model.mu rescaleFactor = 1 node_stack_top = 0.0, 1.875, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -1.875, 0.0, 0.0, -1.0, 0.0 The commented out code just doesn't work. I did some research, and it appears that there is something inside the model itself which is interfering with what I want to do. So, 1. Is this something that I can do without too much problem? Can you provide instructions? or 2. Is there someone who can help me with this? Thanks in advance LGG
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I'm working on reviving this for 1.0.2 [Moderator removed defunct website] I hope to have an initial release up there by this weekend. And for those who asked, I did try to contact the original author, but didn't get a response. The licenses he uses are: 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 so I think I'm ok with doing this I have it working, am just working on the balance right now. Linuxgurugamer
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Roverdude, Do you think it might be a good idea to include this as an optional config? Or, it could be bundled up as a mini-mod, and put on Kerbalstuff and into CKAN LGG
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
linuxgurugamer replied to girka2k's topic in KSP1 Mod Releases
Is lighting considered an animation? Let me explain what I'm trying to do. I am trying to put on static lighting onto some command pods. I don't really care whether they flash, change brightness, etc. I'm using them as visual clues for me while flying them. I've tried using the Aviation Lights to add a few and then weld them, but the lighting doesn't work at all. Is this possible at all? -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
linuxgurugamer replied to girka2k's topic in KSP1 Mod Releases
Any chance of getting this into CKAN? -
[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
linuxgurugamer replied to BigNose's topic in KSP1 Mod Releases
Thank you. Of course I would copy the base part when trying to do this :-( LGG- 799 replies
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[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
linuxgurugamer replied to BigNose's topic in KSP1 Mod Releases
I was trying to use this for the first time. Actually, I was trying to make a blue and green beacon in addition to whats there. When I was looking at your cfg files, I see that the two beacons you supply, amber and red, seem to have somewhat different cfg files. Ignoring the colors, I see that: 1. The file: lightbeacon_red_cfg contains a reference to the mesh = model.mu 2. The amber cfg file doesn't have that, but it DOES have a MODEL block which the red does not. This block contains a "model =" and a "texture =" line, the red file does not My efforts to do this failed, when I went into the VAB, my two additional parts were red (I had copied the red cfg file to do this). Do you think you could make the additional beacons?- 799 replies
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[1.12.x] Heat Control - More radiators! (August 18, 2024)
linuxgurugamer replied to Nertea's topic in KSP1 Mod Releases
How do these compare to the Heat Management mod? Both in memory footprint and what it can do? -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
linuxgurugamer replied to Nertea's topic in KSP1 Mod Releases
Any chance for it being added to CKAN and Kerbalstuff? -
Ummm, hundreds of hours? Let's assume 400 hours. So you don't think that it's worth 10 cents an hour? When I buy a game, I expect to get at least as many hours of enjoyment out of it as the price, so a $40 game should give me 40 hours of enjoyment. I think this is well worth the price
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your record for module manager patches,
linuxgurugamer replied to hawkinator's topic in KSP1 Discussion
15470 at last load. about 94 mods installed -
[1.1] RemoteTech v1.6.10 [2016-04-12]
linuxgurugamer replied to Peppie23's topic in KSP1 Mod Releases
So it seems that a mod which will keep a satellite in a specific orbit is needed. Any volunteers? -
your record for module manager patches,
linuxgurugamer replied to hawkinator's topic in KSP1 Discussion
Which thermometer mod, the one which disables the stock heat one with the memory leak? -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
linuxgurugamer replied to girka2k's topic in KSP1 Mod Releases
OK, thanks And a big thanks for maintaining the mod LGG -
[1.1] RemoteTech v1.6.10 [2016-04-12]
linuxgurugamer replied to Peppie23's topic in KSP1 Mod Releases
I launch my networks using a rocket with 4 satellites on top. I cover them with a fairing to keep it aerodynamic, and jettison when I get about 50-60 km high I use an upside down quad connector, with decouplers for each satellite. Works quite well. I usually put the rocket in a somewhat lower orbit, and then use the 2 ant engines on the satellites to raise and then circularize the orbits. Lots of dv on the satellites, even though they only have an oscar tank However, I agree about it being tedious after the first few. You could use MechJeb to remove some of the tedium of the initial orbiting, but I wish there was a way to circularize the orbit at the exact correct altitude, once you get it "close enough". I've sent a message to the author of Hyperedit, since this seems to be a variation on what it can do. LGG -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
linuxgurugamer replied to girka2k's topic in KSP1 Mod Releases
I did, and it did. The only point I'm making is that when something fails, a popup saying that it failed, and, if possible, giving a clue to what was wrong would be nice. thanks -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
linuxgurugamer replied to KospY's topic in KSP1 Mod Releases
Thank you. I did read the guide, but some of it wasn't obvious. Actually, I just looked again, the winch is not in the KIS manual at all. And please tell me where the manual for KAS is? I think the part is just too big to fit. So correct me if I'm wrong: To move a large part which doesn't fit into a container, I would need to first do the following: 1. Attach a winch to the destination vehicle, close to where you want to attach it 2. Attaching a connector port to the part to be moved 3. Use the winch to connect to the part 4. Detach the part 5. Winch it in to the destination 6. Go to the destination 7. Attach the part 8. Detach the winch 7 & 8 are probably interchangable This is not documented anywhere that I can see, and doesn't make any sense, compared to the way it used to be. Don't get me wrong, I think the mods are fantastic, but these steps (maybe some examples suggested by people in this forum) would be useful. So, putting myself forward, I'd be willing to compile a list of steps/videoes to demonstrate the various non-obvious ways of how to do things in these mods. Any offers of examples/videos? LGG -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
linuxgurugamer replied to KospY's topic in KSP1 Mod Releases
I'm trying out the new KAS/KIS for the first time. In 0.90, I was able to disconnect an antenna from a ship and carry it on my back to another ship where I was able to mount it. However, I can't seem to be able to do that with the new release. I am able to use the electric screwdriver to disconnect the antenna (it's the 1 ton dish, Reflectron KR-14), but it just drifts away. I've tried attaching it to the back of the kerbal, and while it snaps to the kerbel, when I try to attach it, it just drifts away. I then tried attaching a winch cable to it. I was able to grab the winch, but can't seem to figure out how to attach it. What am I doing wrong? and yes, I was using an Engineer to do this (Bill, I think) Thanks in advance -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
linuxgurugamer replied to girka2k's topic in KSP1 Mod Releases
that's very interesting. The file I downloaded was: UbioWeldContinued-2.1.3.zip Yet when I looked at the UbioWeldingLtd.version, it said 2.1.2 But the changelog said 2.1.3, 5/27/2015 - - - Updated - - - Ok. Here is a link to the log file: https://drive.google.com/file/d/0Bzid7e3pW1k7VkRleDZGR3ZIZVU/view?usp=sharing I also have a craft file in there, this was the subassembly I was adding to a single girder and trying to weld together I realized that the assembly I'm trying to weld contains (among other things): 7 animated antennas 4 Infernal Robotics joints 2 Infernal Robotics extension arms 2 ant engines So before you jump all over me, I do realize that this is actually not a good item to weld. But, it may have shown an error, see below: I think what you are looking for is this fragment of the log: [LOG 18:36:26.529] [WeldingTool] | MuMechToggle - newValue - presetPositionsSerialized = 0 [EXC 18:36:26.530] FormatException: Unknown char: | System.Double.Parse (System.String s, NumberStyles style, IFormatProvider provider) System.Single.Parse (System.String s) UbioWeldingLtd.ModuleMerger.mergeModuleFloatValues (System.String newModuleName, .ConfigNode newModule, .ConfigNode existingNewModule, System.String ModuleAttribute, Boolean advancedDebugging) UbioWeldingLtd.ModuleMerger.mergeModuleAttributes (System.String newModuleName, .ConfigNode newModule, .ConfigNode existingNewModule, Boolean advancedDebugging) UbioWeldingLtd.ModuleMerger.mergeModules (System.String partname, .UrlConfig configuration, System.Collections.Generic.List`1 modulelist, Boolean advancedDebugging) UbioWeldingLtd.Welder.weldThisPart (.Part newpart) UbioWeldingLtd.UbioZurWeldingLtd.weldPart (.Part partToWeld) UbioWeldingLtd.UbioZurWeldingLtd.OnMainWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [LOG 18:36:31.467] saved [LOG 18:36:31.467] Saving FAR Data -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
linuxgurugamer replied to KospY's topic in KSP1 Mod Releases
It's there now, i just installed it. -
What version of Linux are you running? Is it fully updated? Assuming the directory is what is listed, what is the output of the following commands: ls -l [COLOR=#333333]/home/george/.local/share/Steam/steamapps/common/Kerbal\ Space\ Program/KSP_Data/Mono/x86_64/GameData/GCMonitor/getRSS_x64.so [/COLOR]ls -ld [COLOR=#333333]/home/george/.local/share/Steam/steamapps/common/Kerbal\ Space\ Program/KSP_Data/Mono/x86_64/GameData/GCMonitor [/COLOR]ls -ld [COLOR=#333333]/home/george/.local/share/Steam/steamapps/common/Kerbal\ Space\ Program/KSP_Data/Mono/x86_64/GameData [/COLOR]ls -ld [COLOR=#333333]/home/george/.local/share/Steam/steamapps/common/Kerbal\ Space\ Program/KSP_Data/Mono/x86_64 [/COLOR]ls -ld [COLOR=#333333]/home/george/.local/share/Steam/steamapps/common/Kerbal\ Space\ Program/KSP_Data/Mono [/COLOR]ls -ld [COLOR=#333333]/home/george/.local/share/Steam/steamapps/common/Kerbal\ Space\ Program/KSP_Data [/COLOR]ls -ld [COLOR=#333333]/home/george/.local/share/Steam/steamapps/common/Kerbal\ Space\ Program[/COLOR]