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Posts posted by Ippo
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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.
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part.SetHighlight has a second boolean now so I doubt it'll run (part.SetHighlight(bool active, bool recursive))
Well, C# supports default arguments so it's totally possible that the new argument has a default value and thus the code still runs fine.
I'm guessing it works in 0.90, this thread was started after 0.90's release.Uhm, OP is from 2nd January 2014.
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previous page, ippo wrote a short plugin to forcibly remove it
By the way, does anybody know how this behaves in 0.90? I never checked it out (heck, I haven't even *played* since 0.90 was released).
Not sure if it still works with the new glow shader.
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I'll take this chance to remind everyone that ckan supports metapackages, which are essentially modpacks
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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.
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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
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Sorry for the rush words, i do not express my self as kindly as i would like.
I know that feeling buddy. +1
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[...]
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...
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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).
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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
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I would love to have a native OSX build of it. Don't use it just because of that. Mac is not the place for .exe. (i know i can run it with mono, but is not the right way to do it)
Do you avoid any java software too?
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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).
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Regarding testing, please keep in mind that the largest part of KSP is assets, not code. So it doesn't fit on a cartridge, but it's mainly because of models and textures. Plus, the vast majority of the code (the engine) is Unity's responsibility. So yes, it's still totally possible to debug a game.
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AFAIK, only DangIt!, and as soon as I can find some time, it's ditching it too.
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Perhaps the poster didn't mean individual parts. Obviously a given LV-909 wouldn't get better as it's used, but the second LV-909 might credibly last longer than the first, but not as long as the 500th.
I understood what he meant, my answer is still the same
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I am not sure how it is handled currently, but does a Part get more reliable the more often it is used?
No, and it won't, because I don't think that's good design.
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* Uninstall can now use a regexp (thanks Ippo!)
Just a very small clarification for the three affected users (me, myself and I): you can specify multiple regular expressions at once, the matches are joined using a <or>.
That is, if you specify 3 expressions and a package matches at least 1, it is selected for removal.
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Hours of use. An engine is in use when it produces thrust. Check the wiki for the long version
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Well, I had to implement my system because at the time there was no stock system, and after that development stopped. Really, it's not a design choice, it's just legacy code.
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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.
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My implementation of the leveling system predates the stock one. After that I never got around to remove it, that's it.
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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
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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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Well, I'm not Coffeeman, but it should be ok as far as I know
Top 5 Add-Ons as of April 2015
in KSP1 Mods Discussions
Posted
I'd just like to point out that ckan isn't a mod