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Atlas Gaming

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Everything posted by Atlas Gaming

  1. Love the mod - but it does not work with some modded fuel tanks (which use the standard fuels. I've used module manager for some other things - could you post a sample clip for MM to add use of Config Containers for other mods using MM?
  2. Are there plans for 1.9.1 compatibility?
  3. I am using the panel in 1.9.1 just fine. I do have one question / feature request. I am using a 4K 50in monitor for the game and it is sometime hard to see writing in the top corners. Many mods have movable panels so I can reposition them on the screen. I know the default resource pop up can not be moved, but it would be VERY COOL to be able to move this one to any place on the screen.
  4. So I just looked at the source code on github and the last update was 2 years ago, so looks like no longer being updated. Probably just a matter of time till adopted by Linuxgurugamer. Meanwhile I'll just update and recompile my own version. Generally don't like to do that as it splits from official code, but in case of abandoned mods, may be the only option. So DeliriumTrigger will be happy to know I no longer need this updated by the author... request withdrawn! Cheers.
  5. I have been using it daily since 1.9 came out and don't see any anomalies or error messages in log. But I'll leave to author of course to confirm. I just want to have more people use it when they see its 1.9 compatible in ckan (and of course not have a warning Ya I'm not the author either, obviously, but as someone who has written mods for several other games, I'm always interested in hearing about problems users of my mods are experiencing and know the need to update to the latest SDK when unreal or unity are updated. [snip]
  6. And if it gets recompiled for 1.9 then it will show up as available to use for people who show only COMPATIBLE on CKAN. Mods that still work but are not marked as compatible in ckan have fewer people using them because they assume mod doesn't work. Recompiling it and updating version doesn't just remove a warning, it actually means more people will likely install your mod.
  7. Hows 1.9 compatibility on this? Ya I know there is a list a mile long for Linux to go through and update so will wait patiently!
  8. Any chance this can be recompiled for 1.8? It works, but I keep seeing the 'are you sure you want to use an old mod' message.
  9. I have the same issue. I finally gave up on trying to get EVE working and uninstalled it, but the sunlight issue is with just RSS I agree.
  10. Just installed... that looks like it is exactly what I was hoping for! Thanks
  11. I'm looking for a suggestion for any mods OTHER than Realism Overhaul which change the stock engines to real world specs compatible with Real Solar System but without all the other stuff that RO does... Plus right now RO does not work with 8.1 and all the rest of my mods are standardized on 8.1. Worst case I guess I can write scripts manually to update each engine, but I'm hoping someone has already done something like this.
  12. I noticed that I can no longer Export a list of mods in a .ckan format. I used to do this regularly last Dec and noticed in Jan that it no longer has that option. Now I can only export as .txt, .md, or .csv formats. I can still IMPORT .ckan files I created with an old version, but now have to manually look at exported text files one mod at a time to see what I changed. If this a bug or was it intended to change the program to no longer allow export of .ckan files?
  13. Ya... that's not how it works for sure... I have had hundreds (thousands) of flight with window open that I only opened once and constantly have to close settings and reopen them. I guess I can uninstall and delete any prefs, but I would assume SOMEONE on here knows what file that setting sits in.
  14. Can't live without the usefulness of MechJeb.. but there is one thing that I can't seem to find an answer for that hopefully someone can help me with. I can't figure out when it decides to memorize which window is on the screen and how to change that. For example right now whenever I go to Launch, the mechjeb Landing Guidance window is already on the screen. I'm sure I put it there at some point, but don't want it being there when I go to launch. What I do want to popup at launch is the Maneuver Planner - which right now I have to open each time manually after closing the landing window. Can't find any preference setting for this... can that be changed via gui? or if not via settings file? Thanks!
  15. Would be cool if this mod just had a checkbox for 'stop early' and stopped 5 or 10m before target... messing around with targets manually from orbit is a pain... so is having to be there live just as the mod brings in a vehicle (it's for automation after all) to stop it just in time. The Mechjeb mod lets you tweak target - that may be overkill, but stop early in here would simplify things a lot.
  16. Yes and also do some research on the reevaluation of the Dunning-Kruger effect by Nuhfer.
  17. Yes I really should have said this too! The slightest effort to GO RESEARCH any topic will 9/10 times yield a different result than mass media/popular opinion is talking about! This is as political as I need to get here
  18. DIng Ding Ding! Important thing to remember any time any of the new generation reporters talk about climate.
  19. @linuxgurugamer I think you fixed this in the Horizontal Velocity Controller. It's still a bug in Vertical. Would love to see a fix when you have time
  20. Yup that was it... I got rid of the lights... they are cute but don't really add function so can live without em.
  21. I have used Module manager alone to tweak some aspects of the game so it can be used alone. I appreciate the simplified explanation, but I've written mods in unreal engine... just not in Unity. And a big thanks to you for all the mods for Kerbin - makes the game so much better!
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