Jump to content

HebaruSan

Members
  • Posts

    4,995
  • Joined

  • Last visited

Posts posted by HebaruSan

  1. On 4/7/2024 at 1:14 PM, Krazy1 said:

    CKAN is indicating TweakScale has an update available but the installed and new versions are the same.  HAyUID1.png

    On 4/7/2024 at 7:27 PM, JonnyOThan said:

    Interesting..it did have a metadata update today, so that might be why.

    Yes. When an installed mod's metadata changes, the Update box becomes available, and checking it adds a re-install action to the changeset to apply the new metadata.

  2. 2 minutes ago, DeadJohn said:

    I'm curious whether I have an installation issue or if this is just an artifact. Perhaps someone did something minor like fixing typos in metadata, which is then triggering a reinstall of the mods.

    This is a pretty close guess. CryoTanks was missing a dependency on B9PartSwitch, so we had to add that. And both it and NearFutureSolar had a "Core" module split off with just the plugin, but this was done in a way that could break other mods, so we added a dependency to prevent that as well. Adding dependencies triggers a reinstall.

  3. 1 hour ago, Vanamonde said:

    An off-topic digression has been removed. Please make sure when you are reporting a mod problem that you're reporting it to the right mod. :D Also, if you think a post is a problem, please report it and let the moderators sort it out rather than reply to it. 

    Might be worth noting that in the first part of this, "report" means "post on the forum," while in the second part, "report" means "click the ellipsis → Report button without posting on the forum."

  4. 1 hour ago, StarCrusher96 said:

    I contacted the administrators of the site and filed a claim. They promised me it will be taken down.

    I see, good to know. It'll be interesting to see whether they do any follow-up to check whether the claim is valid. If they go by the license, they may decide to refuse the request. If that happens, let us know and we can use @techman83's API key to delete them.

    I guess this also puts fans of GU on notice to grab those archived versions while they still can!

  5. I think the hard lesson of experience here is that if you're looking forward to KSS2, then once it is out, it would be wise to make your own backup copies of it before it also becomes unavailable.

    37 minutes ago, StarCrusher96 said:

    the archived version will be taken  down soon. They're put there against my wishes.

    As one of the people who would normally field such requests, I have heard nothing about this. Did you contact someone about it already? If so, could you please tell me whom, so I can make sure it's someone who can actually follow through?

    Side note, the license for GU is:

    RxAQHj3.png

    ... and the archived files are attributed to you, non-commercial, and unmodified from the originals. May I ask what you feel is objectionable about them?

  6. As the author explained here, it was taken down and replaced by Galaxies Unbound:

    As the author then explained here, Galaxies Unbound itself was taken down and is planned to be replaced by Kerbal Star Systems 2:

    Kerbal Star Systems 2 has a thread here, but as yet there is no download:

    So going by official channels, nothing is currently available to download, but there is an archived copy of Galaxies Unbound here that I think some people have been using:

  7. 5 minutes ago, Yagron said:

    Refresh gives me "Failed to connect to repository. Exception: `any_of` should not be combined with other properties" error message so I think we found the culprit, only need to solve it somehow now. Apparently I shouldn't dismiss popup windows without reading them.....

    That was fixed in CKAN v1.31.0 (July 2022). Try updating your CKAN.

  8. 6 hours ago, Defenestrator47 said:

    I would love to see a CKAN style manager that handles KSP2.

    Sorry if you already know this (it's hard to tell), but CKAN itself does now support KSP2. I just didn't come back and post an announcement on this thread.

  9. 1 hour ago, kspkat said:

    When you ask modders to ratelimit or prevent spamming of the logs they refuse. When you ask them to implement simple data tests before accessing or modifying the data, they refuse.

    Is either of these things true?

    I have had several years of experience with KSP1 modders, and it's pretty rare that they would simply outright "refuse" anything, let alone an eminently reasonable suggestion to improve logging.

  10. Hi, @RKunze, it's cool that you're working on this!

    $kref: '#/ckan/netkan/https://raw.githubusercontent.com/Galileo88/JNSQ/master/CKAN/JNSQ.netkan'

    That line is wrong. It's causing all of JNSQ's custom definitions to be imported into your mod (except for the ones you're explicitly overriding), including the "provides" property you've quoted, which causes the conflict to be applied to your mod:

    {
        "spec_version": "v1.4",
        "identifier": "JNSQ-Rescale-1x",
        ...
        "provides": [
            "EnvironmentalVisualEnhancements-Config"
        ],
        ...
    }

    You most likely want this instead, which will give you a clean slate without all the other JNSQ cruft:

    $kref: '#/ckan/github/Galileo88/JNSQ/asset_match/JNSQ\\..*.zip'

    (So no, you probably don't need to submit fix PRs to JNSQ or the main NetKAN repo.)

  11. 3 hours ago, steveman0 said:

    An engineer responsible for multiplayer net code is not likely to be as capable of figuring out orbital decay better than the one responsible for the physics sim nor better to figure out docking and parachutes than the one responsible for parts.  It only makes sense that the work is distributed among the developers best suited to address each issue.

    This is quite true for some issues, less so for others. For example, probably anybody on the team could fix this one pretty quickly, since it's just rearranging some strings and fixing some comically wrong calculations:

    If easy (yet very visible) issues like that are going unfixed because everybody is too busy, then I'd say it's reasonable to hope that they will start getting cleaned up as the headline features are wrapped.

  12. 16 minutes ago, Mahnarch said:

    If you have the downloaded version it's under; C:KerbalSpaceProgram/GameData/Squad/Flags

    Those are the image files. The text is in the save file (persistent.sfs) like this.

    MODULE
    {
    	name = FlagSite
    	isEnabled = True
    	placedBy = Gerdo Kerman
    	PlaqueText = Why did that pay so much funds?!
    	stagingEnabled = True
    	state = Placed
    	EVENTS
    	{
    	}
    	ACTIONS
    	{
    	}
    	UPGRADESAPPLIED
    	{
    	}
    }
  13. 52 minutes ago, Jason_25 said:

    214 part test vehicle has 23 FPS on runway.

    89 part control vehicle has 49 FPS on runway.

    [...]

    We can see that there is a pretty linear decrease in FPS with more parts.

    Can we? You've only presented two data points. Two points could represent a line, but they can just as easily be quadratic, exponential, logarithmic, or some other more obscure pattern.

×
×
  • Create New...