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Posts posted by strudo76
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6 minutes ago, VoidSquid said:
You can adjust the compatible KSP versions settings in CKAN: Settings - Compatible KSP versions
Ah yes, I had forgotten about that. Still it would be nice to have it set as 1.9.1 compatible if there are no problems.
Do you know if CKAN will cause grief if I enable 1.10, install UKS, then disable 1.10? Otherwise it will always want to update any mods to the 1.10 versions that might cause issues running a 1.9.1 save.
The reason 1.9.1 is important is because it's the last version of Kopernicus available on CKAN, without manually installing the "bleeding edge" release.
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Hey there
When you get around to doing some updates for this, can you consider the CKAN compatibility with KSP 1.9.1 please? Currently it can be installed for 1.8 and 1.10, but 1.9 is missing. If there are no compatibility issues with the current release of this mod and KSP 1.9.1, it would be very helpful to be able to install via CKAN.
Thanks.
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6 hours ago, vitaly_play said:
I am using Kopenicus 1.9.1 but the game says "Incontable Mods: Kopenicus with this version of the game." My KSP is version 1.10.1, what is the problem?
Your Kopernicus version and your KSP version must match.
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Stay safe dude
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4 minutes ago, Neil Kermstrong said:
ohh so it isn't replacing directly, but instead removing one to add another. that's pretty cool. i'll see if i can get this mod in my next playthrough. i guess it won't work on pre-made saves (or if it does all my vessels will probably vanish or be destroyed.
you replied fast btw, gj
Just happened to catch me at email checking time
Note though this requires Kopernicus to work, so will only work with versions of KSP where Kopernicus is available. I doubt very very very much it can be applied to an existing save.
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3 minutes ago, Neil Kermstrong said:
what happens to minmus in this mod? is it left unchanged? or is it deleted from the game?
All stock planets and moons are removed. All planets from the actual real solar system are added, along with many moons and celestial bodies.
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8 hours ago, Beetlecat said:
Not too loud, or people might hold us to this!
I nominate @Beetlecat and @Clamp-o-Tron to officially provide support for the mods they have specified, valid for an indefinite period of time. Can I get an AMEN!?
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3 hours ago, Amgrod said:
The one mod I've installed that I know isn't compatible with 1.10.1 is Kopernicus, but I'm hoping it'll be fixed before I'm ready to visit the planets in the OPM mod.
000_ClickThroughBlocker
001_ToolbarControl
BetterBurnTime
Chatterer
CommunityResourcePack
ContractConfigurator
ContractPacks
CTTP
CustomAsteroids
CustomBarnKit
DistantObject
DMagicOrbitalScience
EnvironmentalVisualEnhancements
FinalFrontier
FP_DPSoundFX
HideEmptyTechTreeNodes
KEI
Kopernicus
MechJeb2
ModularFlightIntegrator
ModuleManager.2.8.1.dll
ModuleManager.4.0.3.dll
ModuleManager.4.1.0.dll
ModuleManager.4.1.3.dll
ModuleManager.4.1.4.dll
ModuleManager.ConfigCache
ModuleManager.ConfigSHA
ModuleManager.Physics
ModuleManager.TechTree
ModuleManagerLicense.md
MPE
NavUtilities continued
NavyFish
Nereid
OPM
PAPIPlugin
PlanetShine
PlanetWiki_v4.1.ksp
RealPlume
RealPlume-Stock
ReentryParticleEffectRenewed
ResonantOrbitCalculator
SafeChute
SCANsat
scatterer
ScienceAlert
SmokeScreen
Squad
SquadExpansion
StockVisualEnhancements
Strategia
SVT
TextureReplacer
UmbraSpaceIndustries
UniversalStorage2
UnKerballedStart
WaypointManager
ZeroMiniAVC
Don't quote me on this, but I think installing/changing Kopernicus mid play through is a bad idea, as I understand it. Just an FYI for you to check out.
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On 6/25/2020 at 12:16 PM, Probro said:
any chance this could be updated for 1.10? and does this come with RSS?
RSS needs to be installed separately. There's no need to update this as RSS is a requirement, and Kopernicus is a requirement of RSS, so until Kopernicus and RSS support 1.10...
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2 hours ago, micha said:
Send me a PR As long as it doesn't break things for non-Kerbalism players I'll merge it in.
Sadly my KSP modding skills wouldn't be up to the task. I thought I might have more time now we're in isolation, but I have to home school the kids. I thought that was going to be pretty straight forward, but turns out it's far more painful than I imagined.
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I'd really love to see this mod made compatible with the Kerbalism science system. I love these experiments, but I don' think they'd work properly given how Kerbalism changes science collection.
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I hate to have a problem at step 1, but the fresh install of KSP for RO doesn't specify which DLC (if any) I should have included in the install. If either or both are not supported, can they be disabled, or should I just delete the folders?
Thanks
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Just making a new install and have questions regarding compatibility
RLA Recontinued is listed as supported, but it's now rereleased as RLA Reborn for KSP1.8. Is this still compatible since Recontinued looks to have stopped at KSP1.3?
Kopernicus is listed as supported, but has the note "SolarPanelFixer module has support for star selection/tracking, Kopernicus own module must be removed.". Do I need to remove the Kopernicus module manually, and if so how do I go about that?
Some other mods are listed as supported, but the tested versions are quite old. For example ConfigurableContainers is July 2018 and ContractConfigurator is Nov 2018. Is it best to ask her regarding continued compatibility, ask on the individual mods release page, or just assume it is still fully supported unless it says otherwise?
Thanks
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Are there any changes in this "Reborn" release that make break the supported status with Kerbalism, which supports "Recontinued"?
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Use this site
https://gg.deals/game/kerbal-space-program/
and keep an eye on the best available price. Better yet, join the site and set an alert to notify you of a sale when it hits a price you're happy to pay. Joining is free. (I'm in now way associated with this site by the way).
EDIT: Just a note, you don't buy through this site, you just find out which online stores a selling at what price. If you want it specifically through Steam, make sure you select the Steam option in the DRM
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I think a RSS pack would be great as a DLC. It's almost exactly what I imagine a good DLC should be. Not just some extra parts here and there, but a complete system that extends the base game. I'd be thinking at least at 50% the cost of the base game, probably anywhere up to 85% base game cost, as it would almost be a complete game on it's own.
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I'd say almost certainly not. There would be no point investing a large amount of money developing a new game if all the existing players would get it for free.
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53 minutes ago, MysticDaedra said:
Perhaps you misunderstood? Or I wasn't clear? This is the thread for the mod, "UnKerballed Start" is it not? I'm not sure what you mean by "not as a separate mod."
He means that there won't be a separate listing as in
- UKS for 1.7.1
- UKS for 1.8.0
It will be just a version increment, so the single entry in the CKAN list will install the correct version depending on the CKAN settings.
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If I switch to 1.7 compatibility, install a mod that isn't available in 1.6.1, and then turn off 1.7 compatibility, will the installed 1.7 mod still be listed as available for mods that require it?
Alista's AT-Utils mod requiries Configurable Containers Core. CCC is only available for 1.7.2 so blocks the installation of AT-Utils, and therefore the entire chain of mods I want. I've left a note on the CC discussion, but Alista has said previously that he is a bit snowed under for the time being so might not have seen it yet. I'd like to install the 1.7.2 CCC, then remove the 1.7 compatibility so I don't accidently install/upgrade any mods that have a specific 1.6.1 version (such as Kopernicus)
Thanks -
Plus 1.8 is due out very soon, so probably worth holding off anyway.
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17 minutes ago, SpinkAkron said:
We could use icons for Gadgets and Gizmos. I was thinking maybe an Inspector Gadget and a Gizmo from Gremlins. Or is that lame?
While I hate to give negative feedback without also providing a solution, I think those icon images would feel out of place in the game context. One of them could be a stopwatch outline, but rather than the timing display in the middle have some dials and switches, and maybe some extra techy details on the side.
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5 hours ago, SpinkAkron said:
Thank you everyone for your patience. Painting season is drawing to a close and I'm only half done, so there will be a season two. I got a few more good weekends yet depending on the weather. I am starting the process of re-familiarizing myself with KSP. Then I need to go back through these posts and compile a list of what needs done for the next release. Not imminent but starting to move back up the priority list.
Meatspace screenshot chez Akron.
Needs more boosters
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Hi allista
Thanks for fixing the CKAN versioning issue I posted here
Getting the same thing here as AT-Utils requires CC 2.4.6.0.1 which has the same gap from KSP1.4.5 to KSP1.7.2 so AT-Utils is still not showing up with only 1.6 selected as the compatible KSP version. Sorry to keep bugging you, I'm pretty sure this is the last dependency required for the chain.
Thanks
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Hey there. Thanks for fixing Global Construction for 1.6.1, however the AT-Utils is still not showing in CKAN for a 1.6.1 install and 1.6 selected as a compatible version.
Selecting 1.7 show the AT-Utils package available and the most recent version shows KSP 1.6.1-1.7.2, but it isn't listed at all without 1.7 selected.
Not sure if it's my end, CKAN or your end, so hopefully you can sort out what's going on.
Thanks
[1.12.3+] UnKerballed Start v1.3.1 (Happy New Year! Jan 01, 2022)
in KSP1 Mod Releases
Posted
I didn't know this was a thing, thanks.
I wasn't suggesting it was a CKAN issue. Just that if @theonegalen was going to do another update to this mod, he could request that 1.9.1 be added as compatible if he deems it is in fact compatible.
I was not, thanks for the heads up! Now I'll need to check that out and probably redo all the mod adding I did last night *sigh*