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Mrcarrot

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Posts posted by Mrcarrot

  1. On 11/3/2020 at 2:57 PM, Maple Kerman said:

    ...hello? This still alive?

    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).

  2. 3 hours ago, VoidCosmos said:

    I am getting this error:

    -snip-

    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.

  3. 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.

    -snip-

    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. :P

  4. 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. :P

    I've now published a much smaller update that fixes that and brings the .version file up-to-date.

  5. 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.

    Spoiler

    The 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.
    screenshot4.png
    "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.

    screenshot12.png

    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.
    Lander_Partially_Obscured.png


    Lander_Mostly_Obscured.png
    And then the signal was gone.
    Pure_Static.png
    Gene swore, throwing his headset to the ground. "We've lost them."

     

  6. 39 minutes ago, bobjonesisthebest:D said:

    hello?
    hello?
    hello

    This 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.

  7. 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!

  8. 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?

  9. 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 of worked, 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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