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Everything posted by TeddyDD
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
TeddyDD replied to bac9's topic in KSP1 Mod Development
This mod is brilliant! I'm going to delete all stock wings when this will be released as stable final version -
Would you delete stock parts to stay under the 4 Gb limit?
TeddyDD replied to nhnifong's topic in KSP1 Discussion
I never deleted any stock part (except old shuttle cockpit before 0.90) I use Procedural Parts/Fairings and when I installing things like KW Rocketry I just delete everything except engines, struts and rcs pods. When I ran out of memory there is Active Texture Management to help -
[1.0.4]Better Buoyancy v1.4 - obsolete as of 1.0.5; 7/29/15
TeddyDD replied to ferram4's topic in KSP1 Mod Releases
Damn it ferram4, every of your mods (excluding NEAR) is must have for my KSP install. Awsome -
Omg I want this too From what I understand KerbalEdu is paid version beside normal KSP. We can buy it but I don't suppose that it will be released as a mod or introduced into our usual KSP http://www.kerbaledu.com/faq#question3-4
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Be pro and don't kill kerbals?
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What missions would you say are the most enjoyable?
TeddyDD replied to Rainbowtrout's topic in KSP1 Discussion
Kerbin > Eve flyby > Duna (and two hours of planing in KSP Trajectory Optimization Tool) -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
TeddyDD replied to Ven's topic in KSP1 Mod Development
Your mod should become stock just like SpacePlane+ Amazing work! Thank you -
My girlfriend become fan of Kerbals. She doesn't like rockets, spaceplanes and all this stuff. She likes Kerbals O.O There are her works:
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I would argue... but just tried to build cx_Freeze against Python 3.4 No way :> What a crap xD Personally, I wish we wrote this in my favourite Golang xD But guess what? There isn't native Go GUI library and using bindings is... funny :> (It is not a proposal of course, just my adoration for this language) I just hope that Mono/C# stuff will work properly on all systems Yeah... true Edit: IronPython is still python 2.7 :| Since we want to use Mono/.NET IMO better let's stay with C#
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Very good solution, actually a compromise between simple packages and copyright laws. EDIT: I thought of our prototype Python application. If it would be good enough (I mean very good) we could try to use cx_Freeze to create standalone executables for Window, Mac and Linux. Of course Python program usually has slightly worse performance. But developers time is more valuable than computer time. Python is a good language, and if this way would work I see no reason to rewrite everything in C#
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This description convinced me. Forget about my previous post. Now I understand what you mean, and damn ... this is simple and great! I have a few comments, but this is rather details. I think that the client should care about hashing files when installing mod and then save checksums somewhere. Package file should be simple enough to make it possible to create it manually (excluding the checksum xD) It is still a matter to discuss. If you want these checksums I will not argue about them I do not like skipping files like readme, or example crafts etc. That king of files in the archive must be marked and manager will decide what to do with them. This will be simple: contents: '03d2659490e744b2641ca47ebe6e93f8': 'DeadlyReentry/DeadlyReentry-RealChutes.cfg' 'bbe1bd3cb63cba5b630ae9c82bc2f011': 'DeadlyReentry/Sounds/fire_damage.wav' '01ea0cb76541c1f16f8c71ba09d04098': 'DeadlyReentry/Sounds/gforce_damage.wav' documentation: "imagine I'm checksum": "DeadlyReentry/readme.txt" etc. To hash archive better use SHA1 (just in case) The whole project is starting to look more and more real. I need to start learning C# in order to do something useful
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So our ideas are similar. I thought about three packages like this: There is R4.0c package (for KSP 0.22) first version of this package for KSP 0.23.5 appears: R4.1 (virtual, itself does not contain any files) > depends on R4.0c+community-fix-1 (another package, not installed manually, contains only the fixed files) > depends on R4.0c USER: Great, Install it. Manager downloads and installs what you need. and marks the R4.1 package as willed by user. New version appears 5.0 USER: Cool, Install it! Manager sees that the package has two dependencies. That dependencies were automatically installed and no other mod need them. They can be safely deleted. (In case of trouble prompt the user.) Deletes three packages and install the new version - 5.0 Generally, my idea is to use sub packages. I understand that you do not want to remove any packages when upgrading. It's a good idea because it simplifies this process. In that case, I'm interested in how R4.0c-community-fix-1 package could look like according to your idea? Mod file with the patches and fixes applied? Or some sort of meta data? In any case, I agree with you that the mod with community fixes (those essential to work) should be treated as newer version of this mod. Edit: I used the additional virtual package so it is be recognized by the manager as the next version of R4.0c and to law and order But of course it could be done without it: R4.0c R4.0c-community-fix-1 (or R4.1 for a pretty version number) depends on R4.0c
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I mean we do not modify any original mods. Example: B9 R4.0c for 0.22 > Works out of the box B9 4.1 (our unofficial) for 0.24.2 > Depends on: B9 Aerospace Pack Fixes Pack (community) which depend on original B9 0.22 R4.0c Then Bac9, Taverius and K3|Chris are releasing B9 5.0 B9 5.0 for 0.24.2 dependent on: etc...
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And what about the installation of such a mod? It may have a completely different folder structure than our standard. IRC? It's a good idea. I usually have time between 8 am - 12 pm and 8 pm - 00:00:00 am GMT (I hope I calculated it correctly) How about you? Edit: Forum is trolling me Hello Micha Welcome aboard! Precisely what solution I like. Nobody moves original files. Edit2: It would be great to write the entire program in Python... but Python apps deployment is a nightmare :C But to write the prototype is a good language.