MaltYebisu

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About MaltYebisu

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  1. @Athlonic I tried it again just now. I installed the mod from CKAN on a new install like last time. You were right, if I answer 'yes' to the check-for-updates-prompt it starts without any message. If I answer 'no', I get the same message I showed you.
  2. All I did was to install the mod using CKAN on a new install of KSP. Maybe this is a bug with CKAN? I'll try again later to confirm.
  3. Yes, but since it might be confusing and easy to fix I thought I should mention it.
  4. The newest version give a warning when starting KSP. KSP Version: 1.7.0.2483 Installed Modules: Chatterer 0.9.96 A MakingHistory-DLC 1.7.0
  5. If you do that on macOS, you will not get the option to merge. You only get the options 'stop' and 'replace'. If you choose 'replace', the entire GameData folder will be replaced entirely (deleting the Squad folder and any mods you have installed). I suggest to open the downloaded GameData folder and follow the Case 2 setup for Mac users.
  6. Great tutorial, I think it should be pinned to the mod releases forum. A small typo in the beginning: quiet → quite
  7. For everybody trying to install RP-1 for 1.6.1: @Bornholio made an install guide you might want to check out. It is still WIP, but I think it is worth a look. The Golden Spreadsheet Mk1.6 is also useful.
  8. @dakhr If you want to make sure you install the correct versions of the mods for a 1.6.1 RO install, the Golden Spreadsheet might help you.
  9. There are over 500 commits to master since the latest release and what looks like a 1.6.1 branch of RP-1 was created a while ago. Is there a Golden Spreadsheet for 1.6.1, or should we just play the release version from December last year? I know most of the action in the RO-community is on Discord and Github, but it would be nice to see some updates and news or discussions on the forum as well.
  10. This is a great idea. More lights and a light switch in the editor could be the theme for a new release.
  11. As far as I know, the latest version works fine with 1.6.1, but in CKAN the Max KSP Version is set at 1.6.0. Is there a reason why the CKAN setting is set like that? I can force CKAN to install mods by changing the Compatible KSP Versions setting, so it is not a problem for me. I am just curious.
  12. This is important. You should add a line or two about it in the first post. I was naive enough to think that kOS would not be able to do any harm outside of KSP. There are potentially a lot of people like me who thought the worst thing that could happen with a kOS script was a the game crashing. Perhaps a link to, or an explanation, how people can set up a VM to do "Twitch Plays kOS" stream safely would be nice to add in the docs or the first post.
  13. I suggest adding an experiment to all probe cores to avoid KSC science hopping in the beginning. RP-0 have telemetry report/ analysis, and it helps a lot. If you make flying low and space low biome dependent, then gathering science with sounding rockets becomes an alternative to KSC science. I also would move batteries to the first node. There is not enough electrical charge in the Stayputnik to send science, and that makes the first flight a science only or a flight only mission. For me, the idea of putting something on the launchpad just to measure the temperature and barometric pressure is not a fun way to begin a space career. I think reaching space is a little bit too easy, and I was able to reach it without even spin stabilising using only three fins on my first (real) launch. I didn't install FAR, but I still think reaching space should be harder than that. Maybe the small liquid engine and Oscar-B tanks should be moved and the first solid-fuel booster could be made less effective by making it a bit heavier or something.