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Ippo

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Everything posted by Ippo

  1. Thanks guys, but I'm pretty sure I didn't. I downloaded the zips and both include a "GameData" folder, so it's hard to get it wrong (they both go into the right folder automatically). I installed via CKAN, then did 3 manual installs after seeing the disclaimer about CKAN; I think I should have merged them right at least once? I had to leave town for work for a few days, so I cannot triple-check my actual install. I simulated an install on this PC by downloading the zip and expanding them and I confirm that the folders end up as intended. @Nightside, you can be 100% of the names: those are precisely the paths I'm getting.
  2. Hi everyone, I'm trying to install MKS and USI Life Support together but I can't get them to work. If I install MKS first and then USI LS, I don't see any part from MKS but Life Support seems ok. If I do the opposite, the opposite happens: installing USI LS and then MKS means that I see all the parts from MKS but all the life support parts are missing. I'm doing a manual install, I'm not using CKAN. Is there anything obvious I'm missing? Thanks.
  3. I had all my life support in the service module. I was returning from Minmus, so I was coming in *really* hot (mind you, this was before stock reentry, but of course I also had DRE and it was way less forgiving) and planned to do a couple of passes in the upper atmosphere before completing the reentry. In my final pass, I lowered the periapsis and jettisoned the service module when I entered the atmosphere. Surprise! I didn't drop deep enough and the capsule bounced off the atmosphere for another pass. And then another one. At the third one, I was sure Jeb was done. I didn't try to push until the third pass, because at that point I was getting really desperate. TAC-LS lets you survive for 2 hours without EC. I landed 1:50h after the battery had run out.
  4. I was playing with TAC-LS when it happened to me. Jeb's life literally depended on it. Those were some really scary minutes.
  5. It's not hard to implement... in fact, it already is The failure chance is computed according to the age of the part. The age of the part increases as time passes, and can be modified by usage and temperature. Could it be that you had disabled the batteries you are talking about? IIRC, when you "close" a battery I stopped counting it as in use. As for on rails malfunctions, CoffeeMan and I had a mind to use this other mod to implement them, but we never got around to it. I never looked at it or tested it, but if it works as advertised, it should be fairly minimal coding to implement them.
  6. I was hoping to go scots-free for all the bugs Really, a big THANK YOU to @linuxgurugamer. You rock man!
  7. Thank you so much @linuxgurugamer It's great to know that someone is picking it up again
  8. Well, considering this, I'd say you can go ahead whenever you like. If you'd like to wait a little longer to see if Louis returns that's fine with me too... your call. P.S: if you take, would you please make a separate thread about it? I think it's better.
  9. Fine with me, if @Coffeeman agrees go ahead thanks!
  10. According to your forum profile, you joined on January 6th of this year. Therefore, you have missed quite a lot of backstory. If you had been here longer, you'd know that 1.0 was in no way the complete release (regardless of how much they'd like to promote it as such) and the game is not even complete yet as of 1.2 (at least according to a series of features that were announced a long time ago). Most notably, multiplayer was supposed to be in the game, and it still isn't as of 1.2. That's not counting a lot of work that is in my opinion necessary (really, a game about space with no clouds!?). I can understand why you'd feel that 1.0 was the complete release and everything after that is a present... but it really wasn't finished. 1.2 isn't, either. I guess you don't recall the "series" of beta releases (there was only one).
  11. Hello MisterFister, that's correct. I never finished the 1.1 update and 1.2 is coming out today, so I'd say that 1.1 support is coming out never. The mod was handed to @Coffeeman who did a number of updates and a couple releases, but it seems that real life got the best of him too. Once again, I'm sorry I'm not working on this mod anymore but honestly 40+ hours per week of programming at work make it "unappealing" to program for fun... Feel free to contribute, if you like I'm always available for help / questions if you need anything.
  12. I don't actually see the big problem. It shouldn't be too difficult to throw a quick plugin that applies the gravity of an asteroid to all the parts in physics range. You could never be in its SOI, but that would be silly anyway. What would be actually interesting would be to find a way to model the uneven gravity of the asteroids, but that's something I'll leave for @eggrobin and Principia.
  13. Hello, I had made my own custom settings back before KSP 1.1 came out. I have now found out they are not working anymore. This config file was supposed to add more stations around the planet, but when I load my game the KSC is the only base. Can anyone help me to port the settings to the latest RT version? Thanks.
  14. inb4 "elven boots of major thrust" . I guess you were not around at that time, but trust me... bad subject to bring up. Your proposal is very similar to the original pitch by SQUAD, which was flamed to death by the forum (first and foremost, by me). The idea that the crew can change the very physics of the hardware is nonsense and does not fit at all in a game about science and technology.
  15. What I would like to see is an interactive environment, things like: colliders for the terrain scatter (no more landing inside a rock, you need to scout your LZ first); movable terrain scatter (moving rocks, tearing down trees...); weather. Weather is so desperately needed imho; caves.
  16. LINQ is basically a Microsoft Library that allows you to write code that is very short, expressive and easy to read. It also happens to be quite inefficient, so the devs are now going through the code and replacing LINQ calls with "normal" code, which will be less terse but more efficient.
  17. there's a 1.1 branch on github that builds and works partially. It still has a number of problems though. In the meantime, you could try TestFlight
  18. Thank you @politas. I appreciate your courage in taking a painful decision. I too think it was the right thing to do.
  19. I wasn't around when that happened and I honestly don't know what you are referring to. Where can I find out what happened?
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