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MaltYebisu

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Everything posted by MaltYebisu

  1. Is it possible to add kOS syntax highlighting to the "insert code" function in the forum post editor? If it is possible, how do we make it happen?
  2. I'm having problems with a boot script that is supposed to copy a script from 0:/ to 1:/, run the script, and delete it when I press an action group. I intended to have this boot script running while I make small changes to the script file and save the changes. And whenever I press the action group, it should load the script and run it.However, the boot script does not copy the newly saved script file. It just "copies" the original script. Is this a limitation of kOS or am I doing something wrong? Boot script: //Testing Computer Bootscript 0.2 clearscreen. core:part:getmodule("kOSProcessor"):doevent("Open Terminal"). print "Testing Computer Bootscript 0.2". print " ". print "Press Actiongroup 1 To load Test". on ag1 { print " ". copypath("0:/test.ks", "1:/test.ks"). print "Copied Test Script". wait 1. print "Running Test Script". print " ". runpath("1:/test.ks"). print " ". wait 1. deletepath("1:/test.ks"). print "Deleted Test Script". print " ". print "Press Actiongroup 1 To load Test". return true. } wait until false. Original script: print "===============". print " Test number 1 ". print "===============". Edited and saved script: print "===============". print " Test number 2 ". print "===============". As you can see, the boot script does not update the saved changes. If I end the boot script and copy and run manually, the saved script works as intended. I'm not sure if this applies, but here is the usual information: Player.log
  3. Thank you for your suggestion, @AVaughan. I think this means that the RemoteTech settings are not the problem here. Besides, changing this setting did not fix the problem. I did, however, try to uninstall RemoteTech and then the problem went away. This is strange. I will try to post this problem to the RemoteTech topic. @Bornholio, Thank you. I tried to uninstall Real Plume, and it didn't fix the problem. If any of you RP-0/RP-1 and Realism Overhaul experts know about any similar problems with RemoteTech, please don't hesitate to come with more suggestions. Edit: On the RemoteTech Topic's last page I found a post by @TaxiService that helped me fix the problem! Thank you! RemoteTech version 1.8.9 was the last version listed for KSP 1.3.1 on CKAN and on the Golden Spreadsheet Mk1.3 & Mk1.3.1. @Bornholio, should this unofficial RT version be added to the spreadsheet?
  4. I'm having problems with engines shutting down when the launch clamps get released. Is this just me being stupid or is it a problem with my install? I have tried to install the RP-1 mod with its dependables, and I always end up with engines that shut down when releasing the launch clamps. It doesn't matter if I do it with staging or manual unclamping. When the last clamp is released the engine turns off, and the rocket falls to the ground. As you can see from the pictures the throttle on the engine goes from 100% to 0%, but the throttle on the nav-ball is at a 100%. If I try to launch without clamps, there is no problem. Version 1.3.1 for Mac Here are my: Player.log Savegame.zip
  5. This hideous and stupid mod was pretty funny the first time I saw it. But seeing the "continued" part after the name cracks me up! I'm still laughing!
  6. @ValynEritai In the OP it says: I don't think anything have changed with the version of RP-0 (or its recommended/required mods) for KSP 1.2.2 to make it stop working with CKAN. Just have a clean KSP 1.2.2 install and fire up CKAN. It should work.
  7. Thank you @theJesuit! If @Phineas Freak wanted it closed, then everything is fine. I was worried that some mistake had been made and just gone unnoticed. I wish the moderator that closed the topic would indicate that in a post to avoid confusion.
  8. It's hard to say, but CKAN support would probably be a while after the 1.3 or 1.4 versions are ready for release. And only the developers can give you an idea of when things will be available for release. They will probably say soon®...
  9. Thank you, @Geonovast. I checked, but I couldn't find a recent request from @Phineas Freak. The last post in the RSSVE topic is from March 4th, and I couldn't see anything related to that topic in the recent posts in the move or lock topic.
  10. @Bornholio what is the difference between Ven's Stock Part Revamp for RO and Ven's Stock Part Revamp for RP-0. In the Golden Spreadsheet Mk1.4, they are both listed.
  11. @Phineas Freak's forum topic for the Real Solar System Visual Enhancements mod seems to be locked with the message "This topic is now closed to further replies" displayed where you would usually type a reply at the bottom of the page. I could not find a post by a moderator telling that the topic was closed. Instead, it looks to me like the topic was locked mid-conversation when @softweir explained to a user that you need to upload files to a file-sharing service to be able to link them in a post. If this locking of the topic is deliberate, then it would be nice to see a short message from one of the moderators explaining that the topic is closed. I'm not sure if this is the right forum for this or if this belongs in Kerbal Network. If it's wrong, please move it and forgive me.
  12. I set the UI Scale option to 150% in Settings > General when using a high screen resolution. Unfortunately scaling the UI does not seem to affect the UI of any of the mods, so all the mods are too small for me to read and use. I know some mods offer ways to scale the mod's UI, but I want to know if there is a way to scale the UI of all the mods. Or, if that is not possible if there is a way to do this on each mod that doesn't have a UI scale option. I hope there is a solution to this issue other than getting better glasses (or changing the resolution I run KSP in). I don't know if it is relevant, but I use a MacBook Pro (Retina, Mid 2012) with macOS 10.13.3 and KSP 1.2.2.
  13. Wow! I'm impressed with you guys being able to maintain three different versions of Principia. Are you planning on phasing out 1.2.2 when the new version of RO/PR-0 gets released?
  14. I didn't check that many pages, but it seems that some of the later pages remain... On page 421 there's a post you made. It's funny to see because you were just shy of a thousand posts back then. I hadn't registered an account with the forum back then, but I enjoyed reading the BTSM thread. I miss @FlowerChild 's wit and passion for good gameplay. I also remember a let's player who had FC on voice chat with him, helping him figure out the early part of BTSM. Getting those damned sounding rockets to the right altitude without any decouplers.
  15. @rohanguard1 I know its rather late, but I was able to find the 10.02 version of BTSM for KSP 1.04 from @FlowerChild's [1.04]Better Than Starting Manned: Career Mode Redefined (v10.02 - Sep 21st) forum post on Internet Archive's Wayback Machine. (The archived post) The download link still works! BTSM 10.02 I loved @FlowerChild's BTSM mod. It made career mode fun and challenging while maintaining the silliness and humour of KSP. Now I play RP-0, but I miss some of the "kerbal feeling" with all the realism.
  16. I don't think Kerbal Space Program is spyware or that Take-Two would risk implementing it in the future. I am however deeply concerned that the new EULA seems to give them the right to do so. I think it's sad that trying to bring this to the attention of the users and organising a protest to change the EULA to something better is met with such vitriol. The new EULA is a problem for many users, and a lot of players say they would have to give up playing a game they love because of the unacceptable new EULA. The discontent is apparent, not only on the KSP forum but also on the GOG.COM forum. I think it is regrettable that the things you would have to agree with to be able to continue to use the software you purchased seem to imply that they may collect a lot of personal data. Without a way to effortlessly opt out or review the data being sent. Because I was curious, I fired up a couple of different versions of KSP and checked how they differed using Little Snitch 4.0.5 on macOS. KSP 1.4.1 sends data to api.redshell.io, cdp.cloud.unity3d.com and config.uca.cloud.unity3d.com. The data KSP sends is probably entirely benign and not cause for concern. But I don't like it when a program decides to transmit information without informing me. Especially when said software forces you to agree to the collection of all kinds of personal information. KSP 1.3.1 does not, as far as I can tell, try to send any information at all. Then I tried KSP 1.2.2 because I play a lot with the RO suit of mods. When you start it up for the first time you get the KSP Stats Tracking dialogue, and I assumed that de-selecting the "Send anonymous game progress data", and selecting "Don't send my IP address" would make KSP not send anything. But I was unable to find a combination of options that made KSP not try to make a connection with kerbalspaceprogram.com. This behaviour was disappointing because I had assumed that not sending anonymous game data would mean not sending anything. Perhaps my grasp of the English language is not sufficient to understand the nuances in this dialogue, and they mean "we will collect your game data, do you wish for that data to be sent anonymously or not?". Perhaps this was a bug. I kinda hope so, because I read that stats tracking dialogue as "please send some anonymous game data to help us", not "do you wish your data to be anonymous or not when we collect it". On a lighter note, this whole debate reminded me of episode 1 season 15 of Southpark called HUMANCENTiPAD. @Brainlord Mesomorph did what Kyle was unable to do; he read the EULA before signing it...
  17. Yeah, I also bought Making History believing it to implement in the core game, i.e. the way most players play the game; selecting Start Game, clicking Start New, and then choosing the type of game you wish to play. The Making History missions live within their unique environment, akin to the way the Training and Scenarios works. I expected it to work with the core game, perhaps through an added tab in the difficulty options to set whether or not to use custom missions, and how these missions would implement into the game. I didn't investigate before purchasing and would have bought it nevertheless because I want to support this great game anyway I can. My dream was to play this DLC combined with the RO/RP-0 suite of mods. Just imagine playing an Apollo 13 type mission with the failure of the Service Module programmed into it. Or imagine having a mission trigger on May the 25th, 1961 commanding you to land on the moon before the end of the decade. You could have the mission builder spawn satellites and spacecrafts from a competing space program at appropriate dates, or make it produce messages to inform you of the progress of your rival. Perhaps The Mission Builder could create individual contracts you would accept in Mission Control, with built-in side-missions and unforeseen failure of parts. I understand that adequately implementing Making History with the different play modes would require a lot of work and introduce a lot of new problems. The developers would have to find a way for the missions to trigger on a variety of factors like science nodes unlocked, building levels, contracts completed, accepted or offered, purchased parts, and many more. They would have to make it possible to have multiple missions run at the same time and an intuitive way to manage different missions in the game. I'm not even scratching the surface of work needed to make this DLC work with the different game modes. Just imagine the difficulty of troubleshooting a game that arises from a situation where a user could have several missions running at the same time with conflicts and added complexity. Because it is official DLC, they can't very well tell users not to use the different user-created missions. Even though getting Making History to work with the core game would be incredibly tricky and introduce uncountable problems, I think it would be worth the effort and would increase the value of KSP a lot. It would be like an entirely new game, instead of just an exciting way to do complex challenges that can be scored. I hope the hardworking developers will find a way to implement Making History or a similar DLC in the core game. It has the potential of giving this old game a fantastic future!
  18. I hope that they are planning on translating Making History to all the supported languages. It would be a shame if the DLC will continue to be inaccessible to people not proficient in English.
  19. Was this a one time only bug or is it reproducible? If it is reproducible then you might consider reporting the bug in the Bug Tracker . It sounds like something the developers should know about. The Bug Tracker requires registration for participation, but the effort of the community helps them iron out the bugs faster.
  20. Yeah, I think that it's important to not require the DLC. It should be completely self-contained in the "stock game", and independent from any DLC. But I thought it would be nice to include support for the DLC for those who want to create missions for RP-0. (I didn't know it was not compatible with Sandbox or Career mode. Thank you, @Phineas Freak! ) If support for Sandbox and Career mode gets added to Making History, then I can imagine that missions that recreate historical real missions would be really fun. Imagine flying a mission based on Apollo 13, with the failure of the service module baked into the mission. Edit: Some adjustment to the wording.
  21. Cool! Does this mean that the RP-0 developers are planning to compile the next version of RP-0 for 1.4? I think the Mission Builder that came with Making History would make for some interesting gameplay.
  22. @GregroxMun I agree with all of your points. If they adapt your suggestions the Mission Builder would be a lot more fun to use! Why don't you submit them as new issues to the feedback (some might be bugs though) tracker on https://bugs.kerbalspaceprogram.com ? Then I'm sure your suggestions will get more attention from the developers.
  23. I think they want us to use this place. https://forum.kerbalspaceprogram.com/index.php?/forum/98-making-history-missions/
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