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Everything posted by ValynEritai
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[1.3.x] SETI, Unmanned before Manned [Patreon]
ValynEritai replied to Yemo's topic in KSP1 Mod Releases
As for custom barn kit levels, I really liked the granularity that gave me in upgrades as one big upgrade is annoying to build but one or two smaller ones is a lot better, especially with Kerbal Construction Time (when I tweak build times of course).- 2,515 replies
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- greenhouse
- unmanned before manned
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(and 3 more)
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Kerbin Side Remastered [1.0.1] [1.7.3]
ValynEritai replied to Eskandare's topic in KSP1 Mod Releases
Would be nice to see this in CKAN once KK updates for 1.4.3. -
Kerbal Space Program 1.4.3 and Making History 1.2 is live!
ValynEritai replied to UomoCapra's topic in Announcements
My least favourite part of the new update is definitely waiting for mods to update. I run such a modded install that Vanilla is alien to me. EDIT: Just read the notes, thank god the difficulty settings scroll bug is fixed. -
I'd never modded before because of the manual mod-soup issues, but CKAN really has helped me... but now I've got like 200+ mods. Send help. Back on topic now, any idea of when my Bluedog Design/Sounding Rockets compatibility pull request will be merged @ShotgunNinja ?
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
ValynEritai replied to politas's topic in KSP1 Mod Releases
StartSSL, I take it? Thank god I'm using Let's Encrypt. haha Back on topic, will CKAN be adversely affected when/if said CA is done and dusted and SpaceDock doesn't change CA? -
Actually, the antennas are merely set to INTERNAL in CommNet, I had this thought too, then had another thought that it could just be to get the ship into the atmosphere, then antennas can be deployed afterwards so they don't snap under dynamic pressure. If this is all wrong, I'll be happy to change this in a new commit. EDIT: Based on some feedback, some playtesting and some realisation, the internal antennas are gone and I've made the antenna ranges a lot shorter as they are based on IRL antennae and we haven't got many that can get past Mars, especially considering these Bluedog antennae are so small compared to others..
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I'd just like to say that if anyone is using my patches for Sounding Rockets and Bluedog, PLEASE redownload my latest commit. I mucked up the antenna ranges, plus forgot about a lot of Bluedog probe cores, and indeed my initial commit was WAY out of balance. so it should be all updated and fine now if you wish to use them. If you haven't been using them, rest assured they should be working fine for 1.1.9.
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No-one's had the time to do them. Until now. Yep, I just did them. Fair warning, they may be horribly unbalanced, but I've done them as close to what you'd expect them to be judging by the description and calculated values.
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Yes, it disables the stock CommNet/RemoteTech ones, but it replaces them with its own.
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I read this and decided to forgo working on Bluedog for now and worked on Sounding Rockets instead. Pull Request EDIT: Found a small typo. It's fixed and ready for merging.
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One thing I'd love to see is compatibility with the antennas and such from Bluedog Design Bureau, as I love that parts pack and I'm sure many others use it too.
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Any idea on when the fix for this will come in? This is about the only blocking thing from me starting my KSP Let's Play.
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[1.2.x] Grand Prix v1.0 (1/7/17)
ValynEritai replied to SuicidalInsanity's topic in KSP1 Mod Releases
Can we get this on CKAN for easier downloading? -
Never mind, I was mistaken.
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This would explain why my probe just randomly ran out of power despite having backups and production maxed out...
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Understood mate. I'll relay this over to Nereid and hopefully something gets done.
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Any news on an Australian launch for Xbox One? Still can't find it on the store here...
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[ALL] Grindy Science and Less Grindy Science
ValynEritai replied to ValynEritai's topic in KSP1 Mod Releases
I made Grindy Science slightly less grindy, it's now 33% of the possible science rather than 25%. That way it isn't mind numbing. Still, you'd have to be a masochist like myself to use it. -
Final Frontier has a little quirk with Kerbalism where the data size in megabytes is what sets off the science ribbons and not the actual science data gained. Noticed this when I sent up Jeb for 30 days to finish a contract. Easy Research VII or something without actually getting 1000 science. I'm posting this in both threads so you guys can collaborate on a fix or something. Both mods are pretty essential to me. haha
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
ValynEritai replied to Nereid's topic in KSP1 Mod Releases
Final Frontier has a little quirk with Kerbalism where the data size in megabytes is what sets off the science ribbons and not the actual science data gained. Noticed this when I sent up Jeb for 30 days to finish a contract. Easy Research VII or something without actually getting 1000 science. I'm posting this in both threads so you guys can collaborate on a fix or something. Both mods are pretty essential to me. haha EDIT: ShotgunNinja has replied, something about the value of DataScale needing to be checked and not hardcoded.