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Everything posted by Gordon Dry
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@ensou04 how about releasing the fixed version?
- 725 replies
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- totm december 2020
- sound effects
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I wonder that there are still no community patches with sane default values for different part types - and a pull request on Github then. That every part gets a "1.0" is wrong. And I shed a tear because in a pre-hiatus state of archived mods I got an MM config with a whole bunch of those patches ... but it's gone.
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After coming back from a hiatus I just wanted to be part of the wonder that the actual compatible KSP version for Realism Overhaul / RP-1 is the actual KSP version. So I did a fresh install, downloaded CKAN and let it do its job according the manual. Everything allright. I added a handful of suggested and compatible mods. Allright. Today I see there is an update for ROEngines, so I want to update it with CKAN. I click the checkbox in the "Update" column, click "Apply". It lists a whole bunch of mods it claims it will remove, saying "Auto-installed, depending modules removed". I don't believe that CKAN could be so dumb or malicious, so I click "Continue". Really, it deletes all those mods. What the heck? Is CKAN so counter-intuitive that it's impossible to update one mod without deleting dozens of others?
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[1.12.x] Filter Extensions (No localization)
Gordon Dry replied to linuxgurugamer's topic in KSP1 Mod Releases
https://github.com/linuxgurugamer/FilterExtension/pull/54 -
I use JNSQ, JNSQ 10x, GPP, GPP 10x and GPP secondary with scatterer 0.0828 without issues - at least when tabbing through all celestial bodies in the Tracking Station I don't see anything weird. Is it different when "really" being in orbit of those affected celestial bodies?
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Gordon Dry replied to Paul Kingtiger's topic in KSP1 Mod Releases
Yes, read 2 posts above yours.- 1,532 replies
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[Kerbalism 3.14] Kerbalism Lab Experiments Expanded
Gordon Dry replied to RoadWarrior9's topic in KSP1 Mod Releases
Could you please alleviate the strictness of allowed science parts to fulfill the requirements, for example more magnetometer boom parts than just the one "dmmagBoom" etc? -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Gordon Dry replied to Paul Kingtiger's topic in KSP1 Mod Releases
It's the other way around. Core first.- 1,532 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Gordon Dry replied to Paul Kingtiger's topic in KSP1 Mod Releases
Main issue: It's not possible to build a US core + fairing + wedges when building from bottom to top in VAB, it has to be built from top to bottom. Try placing a US core above another part - it's not possible anymore to attach the fairing. Even flipping parts 180° and trying to build upside-down is impossible - it seems to be restricted by the US code.- 1,532 replies
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Gordon Dry replied to Angelo Kerman's topic in KSP1 Mod Releases
From Github? Then they're responsible for slow speed and sometimes this happens, could be a DDoS, could be a DNS issue, like as normal nowadays. Or a server room employee slave stumbled upon a cable jack. Now, 12 hours after your post, I downloaded with max. speed (250 Mbit/s in my case) without an issue. Edit: And you know what? Sometimes stopping a slow download and restarting it fixes the issue. -
Altering variables' values can not be an issue regarding licensing. ~[snip]~ If anybody ever would disallow other people using patches on top of their configs this would just be *bruh* and *facepalm* and nothing else. Then the whole purpose of ModuleManager and the modding API would be in question.
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Contract Pack - History of Spaceflight - V1.0
Gordon Dry replied to Morphisor's topic in KSP1 Mod Releases
Some of the orbital parameters came up to the protocol papers after the launch was done, written down by a protocolist - so it's easy to put those into contract configs, but nearly impossible in some cases to recreate them. Only parameters that have already been set before the launch should be in contracts.- 263 replies
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- historical
- contracts
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@Shizen For scaling stuff to fit to planet packs I use a template like this: scalefactor = 1 @scalefactor:NEEDS[SigDim] = #$@SigmaDimensions/Rescale$ @scalefactor:NEEDS[!SigDim,RealSolarSystem] = 10.10625 @scalefactor:NEEDS[!SigDim,JNSQ] = 2.7 @scalefactor:NEEDS[!SigDim,GPP_Rescale_10x] = 10 @scalefactor:NEEDS[!SigDim,JNSQ_Rescale_10x] = 10 scalesqrt = #$scalefactor$ @scalesqrt != 0.5 and then from within a patch node I refer to #$/scalesqrt$ to for example multiply with it. In some cases I even use #$/scalefactor$ if I need the bigger number. In a later patch I remove those temporary variables to unclutter the MM cache.
- 606 replies
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- reserve power
- plug-in
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[1.12.x] Malah's Quick Mods - ZEROMINIAVC in new thread
Gordon Dry replied to linuxgurugamer's topic in KSP1 Mod Releases
GameData\QuickMods\QuickSearch\QuickSearch.version { "NAME": "QuickSearch", "URL": "http://ksp.spacetux.net/avc/QuickSearch", "CHANGE_LOG_URL": "https://raw.githubusercontent.com/linuxgurugamer/QuickMods/master/QuickSearch/README.md", "DOWNLOAD": "http://spacedock.info/mod/101/QuickSearch", "GITHUB": { "USERNAME": "linuxgurugamer", "REPOSITORY": "QuickMods" }, "VERSION": { "MAJOR": 3, "MINOR": 3, "PATCH": 0, "BUILD": 9 }, "KSP_VERSION_MIN": { "MAJOR": 1, "MINOR": 8, "PATCH": 0 } } http://ksp.spacetux.net/avc/QuickSearch: { "NAME": "QuickSearch", "URL": "http://ksp.spacetux.net/avc/QuickSearch", "CHANGE_LOG_URL": "https://raw.githubusercontent.com/linuxgurugamer/QuickMods/master/QuickSearch/README.md", "DOWNLOAD": "http://spacedock.info/mod/101/QuickSearch", "GITHUB": { "USERNAME": "linuxgurugamer", "REPOSITORY": "QuickMods" }, "VERSION": { "MAJOR": 3, "MINOR": 3, "PATCH": 0, "BUILD": 11 }, "KSP_VERSION": { "MAJOR": 1, "MINOR": 12, "PATCH": 2 }, "KSP_VERSION_MIN": { "MAJOR": 1, "MINOR": 12, "PATCH": 0 } } 3.3.0.9 vs. 3.3.1.1 vs. 3.3.1 (as previous post says). Confuzizous! -
This is a personal zFinal patch that limits the minThrust to 25% and could be edited accordingly. It only looks for entries without minThrust or with a minThrust = 0, so any already existing custom value is not affected: @Kwebib DO NOT USE THAT PATCH This patch is not working in this way as it needs code (which would be Realism Overhaul). Just with this patch an engine never can throttle down. Sorry for the confusion.