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Everything posted by Ippo
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So, about 1 year and a half ago I read an xkcd comic mentioning KSP. First I started playing, then I decided to start modding it, I eventually contributed to the CKAN, and all this code ended up on my CV... and starting from today, I'm officially a software developer So a huge thank you to Harv and all the KSP team (and the CKAN team too)!
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Then they are working. Enjoy the suspense
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Yes, it's required. It's stated in the manual installation instructions, and it's also bundled in the zip file. By the way, you should really use CKAN
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Woah guys. I don't care for ps4, but chill out, for jeb's sake. you are acting like they discontinued the game. If somebody wants to play a much more limited game on a much more limited computer, it's their problem.
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Did you install community resource pack?
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Dang It! Is not a realism mod, it is a difficulty mod.
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Just stopping by to say that with the new repo re-merge, building ckan is a breeze (in fact, you just run "make" and you are done). OCD-pleasure aside, what this means is that finally it should be super-easy to get CKAN to build into a proper debian-compliant package... which pretty much means that I should be able to finally make our own PPA
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[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
Ippo replied to MacTee's topic in KSP1 Tools and Applications
eeeeeeeeepic... -
Octopus salad, to anger the Kraken.
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Personally I'm more a fan of a more radical approach, original proposed by ferram4. If your mod creates files, then it's not fully ckan-compatible. End of story. It's a little radical, I know, but... I will use this occasion to forward my agenda of seeing an "uninstall" stanza join the spec to allow for the removal of created files
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400K (hardcoded, which I agree is terrible).
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Not anymore. Manual installation is deprecated in favour of ckan. Glad we figured it out
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Well, the log is always there even if the game does not crash. But judging from the picture, you did not install Community Resource Pack.
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We are going to see the log for this. It's long planned, and not trivial. One day
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Kerbal Stuff, an open-source Space Port replacement
Ippo replied to SirCmpwn's topic in KSP1 Mods Discussions
Craft files belong on KerbalX (which is also much more suited for the task). -
Sweet! If I come to mexico, can we jump/fall out of a plane together? Pretty please?
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Unfortunately no: you can only specify one trait and you must set its level. We could implement the second part (i.e, any trait with that level) but as far as I know the stock XP system allows only one trait per kerbal.
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It looks like someone has completely forgotten about the wiki and hasn't updated it to reflect the new version...
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I am absolutely fine with their choice of mods. Also this statement has no conflict of interests whatsoever
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Mod Cross Compatibility and Support List
Ippo replied to StahnAileron's topic in KSP1 Mods Discussions
You absolutely did not A huge factor in the original design of ckan was making our data available for other applications. Sadly, no one has used the opportunity yet, but this would be a great start! All the metadata is public domain, so we encourage every use of it, and we are available for help if you need it -
Mod Cross Compatibility and Support List
Ippo replied to StahnAileron's topic in KSP1 Mods Discussions
CKAN supports a "conflicts" relationship for incompatible mods, and an optional "supports" relationship that is there exactly to do what the OP wiuld like. It seems few mods use it, though.