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Posts posted by Mrcarrot
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3 hours ago, VoidCosmos said:
I am getting this error:
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The project you're trying to compile was originally for an older version of KSP and was made on .NET Framework 3.5. For newer versions, you'll want to go to the project settings and the build menu(I think, can't remember for sure) and change it to run on any version 4.x.
Once you've done that, it should compile.
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The classic Kerbles Kerman, the Kerbal equivalent of a human named Manny.
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On 12/1/2019 at 11:46 AM, Covert said:
My current proposal for a fix. This uses the same directory name as the mod for the timing clauses, moves the command crew clearing to after TacLifeSupport and avoids adding any extra SAS module node to the Near Future and expansion command pods that already have more advanced SAS included. After a quick check run the right result shows up in the Module.ConfigCache.
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Thanks!
I have now released 1.0.5... I appear to have done as I have all too often in the past, and released something without properly testing it. Hopefully all the bugs are fixed now.
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5 hours ago, HebaruSan said:
The mod folder disappeared in the latest version; the files are now directly in GameData. Is this intentional?
No, it was not. Looks like I should be more careful with these things.
I've now published a much smaller update that fixes that and brings the .version file up-to-date.
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After over a year of dormance, I decided to publish another update. It includes the fix for TAC Life Support suggested by @boribori, and the mod now officially supports 1.8.1.
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Banned for saying 3 dot when you have 4.
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I recently had an idea for a KSP story, and decided to try it out. I'm not sure how far it'll go, but I've got sufficient material for at least a few chapters.
Without further ado, here's a little prologue, to establish the backstory.
SpoilerThe warning light flashed on, then off.
"Ah, it's nothing." Jeb dismissed it, tapping the console. "I thought they told us this thing was state-of-the art." Their vessel was indeed state-of-the-art, the best ever constructed. Their mission was to land on the Mun, but it seemed as though that would never happen, perpetually delayed by minor technical problems. They'd already been sitting in Munar orbit for five days.
"Hermes 1, our boys on the ground have given you the go-ahead to land. The engineer who designed your computer has expressed his fullest confidence in its performance."
"Roger that, KSC," Jeb replied with a sigh. "I was beginning to think they were never going to let us go down there."
The Hermes 1 lander had been designed to be a fully-functional spacecraft in its own right. It seated two astronauts, with room for all the supplies they would need on the surface. It also came equipped with a heat shield and parachute, for the return to Kerbin. Sure, the thing was ugly, but it got the job done.* * *
Back in the Mission Control facility, Gene Kerman was nervous. He'd just told two of his finest crew members that nothing was wrong, but he wasn't completely sure of that. Sure, the computer guy had insisted that his device would perform flawlessly, but Gene doubted that would be the problem. He knew too much about the capsule's fragile design to be so naïve. Any number of the dozens of subsystems could fail at any moment.
"Alright, beginning deceleration burn." Bill's voice sounded cautious as he relayed what Jeb was doing.
The craft began to descend, just as it was supposed to.Gene watched as it fell, its altitude going from 25000, to 10000, to... 16000? The altimeter started to go crazy, the numbers retreating from the realm of plausibility to madness.
"Light...crazy...help..." came the increasingly weak radio message.
The video feed began to cut out.
And then the signal was gone.
Gene swore, throwing his headset to the ground. "We've lost them." -
On 8/21/2019 at 1:45 PM, Xurkitree said:
Volume 2 in KSP 2. Please make it happen lmao.
With a neat little segue in that explains why exactly everything is different now
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11 hours ago, Angel-125 said:
It’s like Flash Gordon meets John Carter of Mars...
I was going to say something about that, this title seems to match the latter instead.
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This Boss guy is giving me some 2nd-Dimension Doofenschmirtz vibes...
I predict he's missing an eye.(Based on his desire for complete control and his robot army)
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For whatever reason, I really like... toast.
It's an opinion leave me alone
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39 minutes ago, bobjonesisthebest:D said:
hello?
hello?
helloThis mod has been abandoned for a year and some months, please do not expect us to pick up where we left off(Heck, I'm not even sure if Cabbink is active anymore). It's a dead mod, and if you really want to revive it(I'd suggest not, I'm the main contributor and have since acknowledged that all of the things I made for this pack suck) you can. Just read the MIT license first.
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This would be cool if I routinely used maneuvers...
All the same, I'm sure plenty of people will be happy with it!
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Checks
By some crazy coincidence, I joined here two years ago to the day as of writing this post... not gonna lie... I was not expecting that.
Anyway, congratulations to you!
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Er... well...4 dots aren't so bad... I guess...
Anyway, congratulations!
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20(+1)
As an inherent hater of negative numbers, I had no choice but to choose positive.
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On 3/7/2019 at 4:06 PM, seyss said:
No excuses... still no clouds. Make a DLC!!!!!!!!!!!!
The problem with that is the same one which has arisen from Making History: a DLC, in order to generate a substantial income, needs to do something original and well-made that mods can't do or haven't done. Clouds... have been done. You can't expect to make money off of something that's already free, now, can you?
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I think it's fair to say that I would beat a goat by ripping it apart and breathing fire...
Mega Charizard X is kind of great for these threads
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Wow. Just wow.
I wasn't expecting that...
That was excellent.
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No. The stock planet art is just terrible, and without their planet making guy(NovaSilisko), who left quite some time ago, it's bound to be even worse. Leave the new planets to the modders who actually know how.
DISCLAIMER: I suck at making planets
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Sometime in early-to-mid 2017, I was suddenly struck by the idea, "Hey, regular people make mods, maybe I should too!" I Googled it and found some awesome tutorials by @The White Guardian, and I was off! I started making planet packs, and then jumped into plugin modding in late 2017. My first plugin was a rather sloppy mess, but it
sort ofworked, which gave me incredible satisfaction. I've now been doing it for a while, and still mod planets, although C# code is my main specialty. -
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1 minute ago, nestor said:
It's the same model used in the game.
I believe he is referring to the high-poly kerbal model you guys use for cinematics/official art.
[WIP][1.3.X-1.7.X] Terras Ignotas v0.1.4 - "Dear Lord we've turned into KSP 1.4 haven't we" - 2019-Jan.-05
in KSP1 Mod Development
Posted
Decidedly not. We haven't worked on it in over a year at this point. The mod was generally not well-made or organized(I believe 0.1.4 was the first version that actually worked) and didn't have much content yet anyway. The license is fairly unrestrictive, though, so someone could theoretically revive it(not that I recommend doing that).