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Everything posted by Dazpoet

  1. I'm not sure if I should ask in this thread or the USI-LS thread but I'll start out here and see what happens... I'm attempting my my small steps into LS mods and building "realer" bases. MKS seemed way to advanced while this mod seemed to be everything I wanted and I slapped USI-LS on for good measure. I'm now trying to construct a base that is mostly self-sufficient but being, maybe?, blind I can't see which part creates fertilizer. Do I have to ship fertilizer to generate NOMS at my base or can I somehow generate it in-situ? Further on I noticed there are parts that hold water but adding them don't seem to add longer shelftime for my Kerbals, are the waterparts for some other mod or am I, again, to blind to see the use of them? EDIT: I found some kind of algeafarm which creates fertilizer and mulch from ore and water (iirc), seems like fun
  2. I posted in very much the wrong thread, sorry for the bump!
  3. I think you might find this answer on Stackoverflow interesting, used some of it myself long ago when I needed to find certain strings in the CKAN metadata archives.
  4. Dazpoet

    The Game

    My first thought when I saw this post was "I just lost it, damn"
  5. A tad bit weird question here. Does this mod depend on any of the stuff in the Squad folder? I'd like to have a save with only this mod visible in the VAB so I'm wondering if I can just flat out remove the Squadfolder? The reason I'm asking is that I'd like to put KSP up on a smartboard at a school and let students try and build small sounding rockets as part of their bottle rocket science project. However having all the large things available very quickly leds to them leaving the SR idea and going for ZOMGEXPLOSIONSTROLOLOL rather than an educational experience.
  6. Today was a day of adventure and success for the Dazian Space Program! Our secondary crew made a succesful landing on the Muns midlands and this crew was smart enough to bring a sciencepackage to do some actual work rather than just landing. After their first landing the craft had enough dV to continue their mission by doing a quick jump over to the Eastern Farside Crater to do even more science and put down more flags. After these successtories lots of research was done and many a technode was unlocked. Paving the way for spacestations! Kerbinstations core was quickly put into orbit but lost a solarpanel on the way up. The station was a succes until the two kerbals up there realized they hated each other, esspecially since one of them refused to clean himself... Which led to the addition of a habmodule and some more solarpanels aswell as some radiators. Afterwards a somewhat major engineeringerror was discovered when Jebs shuttle, the same that installed the habmodule, was found to have no parachutes attached leaving him stranded in orbit we're Kouston is currently trying to talk him out of doing crabimpersinations and spinning his shuttle around while laughing madly. A rescuemission is currently being planned in parallell to the planned Minmus landingmission which was finally approved.
  7. The initial 4 did their first landing on the Mun today. Shortly after the did a flyby and orbit of Minmus but have yet to recieve a contract to acctually land there.
  8. I feel compelled to use these not only because they're fun to use but also due to the amazing plumes (hoping that's the right word for what comes out of the engine)
  9. I'm thinking I already know the answer to my question but I'll ask for safetys sake. I'd love to try out OPM but I am on 1.2.1, and I know it seems to be working and all is fine but I prefer releases made for a distinct version. However I'm guessing that my new save won't really be anywhere near OPM territory in a while so can I start my new save without it and then add it later or will that lead to all sorts of weird problems? I guess I'll have to refrain from sending stuff to Eeloo since it's moved but I can live with that
  10. You want Dmagics orbital science mod, it is amazing and exactly what you are asking for
  11. @DMagic @dr_evil I just merged ScienceRelay into CKAN and it shows up now on my client. ^Not what I came here to say but rather I wanted to say WOW I didn't know I needed ScienceRelay before I saw i mentioned in a stream just now. Dmagic you are freaking amazing, love your mods!
  12. Why not both? I love the KER hud so I keep it open with the data I want at all times but use MJ to plan and execute nodes for me. Tbh I was unaware how Smart A.S.S even works before I saw it in a stream the other day and some reading up now also taught me that MJ can land for me! The parts of this game I find most enjoyable are building and launching stuff aswell as landing minimalist things. Armed with the knowledge that there is a mod which can land bigger things might finally make me start building bases and open up a whole new world of construction challenges for me.
  13. Yes this is what I mean. Thinking about it I think the 2.3f addition could already cover this since questions about CKAN are mostly "Messages that repeat inquiries about updates or content from modders." although I guess the first ever post wouldn't really be a repeat so there might be a need for a specific rule... For complete coverage I guess the rule should probably be about modmanagers in general since user might start inquireing about KMA2, TinkerTime or some future modmanager instead in the future.
  14. I hope this is the correct place to ask about things like these? It's that time of the year again when a new KSP version comes around and many modders are flooded (well, poked repeatedly) with requests about CKAN availability, CKAN getting updated metadata and mods being installed in weird/incorrect ways by CKAN. Not only is this annoying for mod authors but it also means that relevant information about bugs in CKANs infrastructure don't reach the appropriate ears. Seeing as it has recently been made a rule that you cannot repeatedly ask about addon-updates I would like to propose that you cannot badger modauthors about CKAN unless they clearly state in their OP that they are the ones handling, or have an interest in the, CKAN metadata for their mod. This way authors being asked about CKAN would be opt-in rather than omg-please-don't-bother-me-I-DO-NOT-CARE. Ideas? Thoughts? Viability?
  15. Are you by any chance getting CTD (Crash To Desktop) without any warning? If so you're probably running out of RAM.
  16. This isn't currently possible, there is an old plugin for CKAN which did this but it hasn't been upgraded in quite some time and does not function with newer versions. I personally use AutoPruner for partremoval but I'm afraid that doesn't come with a gui. It is never advisable, ever, to manual do things with mods added through CKAN. As for your question yes CKAN removes the old and installs the new one upon upgrading from version x -> x+1
  17. Maybe not exactly what you want but... http://forum.kerbalspaceprogram.com/threads/123273-Discreet-%28not-just-aircraft-anymore%29-Parts-%28Updated-21-06-15%29?highlight=discreet
  18. Ah you'll be happy to know then that we have a dev working on the indexing process right now and that he is hoping to, once done, be able to index faster than we used to before (which was hourly) while our current indexer runs once every 3 hours due to the infrastructure resources its connected to.
  19. Just trying to understand this, do you mean like how KSP Mod Admin does? The ability to move from a manually installed mod to a CKAN mod has been brought up in https://github.com/KSP-CKAN/CKAN/issues/949 but if that doesn't seem like the right thing I recommend opening a new issue to discuss this feature Right now the ability to force-install a specific version (limited to those in our repository) of a mod is commandline only through 'ckan install <mod identifier>=<version you want>'.
  20. Just fixed this in https://github.com/KSP-CKAN/NetKAN/pull/1587 and the update should hit the repository within the coming 6 hours. Is your KSP install by any chance in a hidden folder? We've been tracking an issue with autoupdates and linux both here and here and the latter one seems to be a duplicate of your issue and the expected outcome (no upgrade) also appears to happen. I'm afraid you might be stuck with manual upgrades for now. As for the newest .exe not working, could you elaborate this. Manually overwriting and opening the newest .exe doesn't work or does it still complain about autoupdates?
  21. With things which has multiple packages and Core things it's recommended to split it into multiple PRs so our buildbot can mash through it without errors. So you first send in the core stuff which everything depends on. Then the rest of the mods so we can add those after the cores and following that any extras. This way our buildbot (Jenkins) will always base his build on the right things
  22. This normally does not indicate something is incorrect. It happens when you e.g. install things in an order which does not delete the folders. Say you have installed 'Mod X' and 'Mod X Core' where the Core goes into GameData/Mod X/Plugins. If you then uninstall 'Mod X' before 'Mod X Core' and then uninstall the Core package you might end up with the Mod X folder still around. I'm 95% sure there's an issue somewhere on github about this acctually because it's annoying and confusing to users, as you just pointed out It could also happen if e.g. your mods create new files such as MiniAVCs .xml files which are created by the mod after installation, those I'm sure we have a issue about on github though, but I can't recall the number right this moment. EDIT: Also anything that gets sent to the repository is reviewed by CKAN contributors before merging and we have a Jenkins set up which tests everything aswell