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Ippo

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Posts posted by Ippo

  1. If it happened, it would be absolutely legal and understandable (although a real PITA). Software development is a lot of work: if one wishes to get paid for it, he/she has a point.

    Not saying that it would be a good business model, I'm just saying that it's understandable.

    Now, what skyrim mods are gonna be paid? As a skyrim player, I'm worried.

  2. I launched it yesterday evening. Looks great!

    The mods marked with "autodetect.dll" as version are the ones i installed manually, right? Which means for migration, i'd have to delete them and re-install them via ckan. Or is there another way?

    There's no other way. However, make sure you remove every mod that depends on those before you remove them.

    CKAN doesn't play nice with manually installed mods: that's by design and it's not likely to change any time soon. My personal suggestion is to just delete *every* mod and start using ckan from a vanilla install.

  3. Hello everyone! As pjf pointed out before, I've been (slowly and poorly) experimenting with deb packaging for ckan, with the long term goal of making ckan available through the repository system.

    For the moment I'm still experimenting with the system (a *huge* thank you to Pinkbeast, who tolerated me this afternoon on IRC and helped me a lot): if you are brave and you know what you are doing, I'd like some feedback on the current build.

    Please note that the versions of ckan and netkan offered through the package are obsolete: they are only meant for testing, for the moment.

    Please report back! Github issues on the CKAN-deb repo are especially appreciated for this purpose :)

  4. [...]

    How can i help you?

    Well, it would be great if you could point us to what works and what doesn't on OSX, exactly. I understand your experience hasn't been that great: we'd like to know precisely why to see if we can do stuff about it. While you are at it, if you could find a little time to review the wiki page regarding OSX installation, that would be fantastic :)

    As for "real" development, I'm really not sure what we are missing to be a "proper" OSX app, since to be honest I never used a mac for more than 5 minutes... :)

  5. things

    The difference is that KSP (afaik) ships a native executable for every platform. The native executable is basically little more than a front-end to the underlying .NET code. CKAN instead ships directly (and only) the .NET executable.

    OSX support is very lacking for the simple reason that we have no developer on OSX: if you could help us improve support for OSX, that would be great!

    P.S: CKAN is not written in C#, not Visual Basic. Both are programming languages (not programs) that can be used on most platforms (including linux, where most of CKAN's development took and still takes place).

  6. Actually, all .NET languages run exactly like java. They are compiled to a portable low-level language and executed by a virtual machine. Mono just provides an alternative implementation of the.NET virtual machine. Even on windows it's not a native executable, exactly like java (that's why the same file can be run on all 3 systems).

    See here: http://it.m.wikipedia.org/wiki/Common_Language_Runtime

  7. I absolutely love this mod! I was launching a payload to LKO today and had my first failure (after about 50 launches)! I was using the Laztech SpaceX mod and one of the alternators failed on one of the nine engines so it wasn't steering, it didn't affect me to much because of the other eight engines but it was great that it finally happened! I was also launching a probe to Duna and a battery short circuited.

    Quick question though. Would it be possible to add a slider to control how likely it is that a part will fail, or is there already something to do that?

    Right now it's only controlled via the MM patches (which, I must stress, are still all placeholders).

  8. I have nothing to contribute to this discussion, although I would be really really curious to see you stick to your original plan and get burnt just like we kept saying for months.

    ok, more constructive: ignore the deadline. Move it as far back as it needs to, 1.0 must be FINISHED, completely.

  9. From a quick look at KIS, I'd say I'd rather not see Dang It! depend on it. It seems like a lot of complexity which means potential bugs, and a lot of extra capability which can mean an "easier" game.

    Don't worry guys, there's not a chance in hell I'm working on Dang It! any sooner than may or even june, by that time who knows what mods are out there :P

  10. In light of the Recent SLS Booster tests, Omar Biyrouti on Facebook was recreating it, and i had a thought. Would it be possible with this mod to make the surface tests actually useful? As in " Perform stress test on mk1 capsule to increase crash tolerance from 6.0m/s to 7.0m/s." Or "Run test on fully loaded solid fuel booster to reduce chance of breakage." Would this be possible with your mod?

    It's not currently possible with the framework we have. Maybe one day.

    I found this little mod called Kerbal Inventory System (on Curse, it doesn't have a forum page yet). Since that mod adds tools and inventory for Kerbals, it would be very compatible with this mod, so I'd suggest looking into it, or at least keeping it in the back of your mind.

    Thanks for reminding me :) In truth, Daishi and I were thinking about integrating tools with KIS (meaning that you'd also need to pick up the correct tool, like a wrench). Then we got a real life to the knee...

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