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MisterFister

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Everything posted by MisterFister

  1. I, too, am curious to see the ability to test from other locations, particularly for career mode purposes (KRASH-testing for endurance, for example, to fulfill loitering / survey contracts.) As things stand, I have to guesstimate equivalent distances and simulate everything from KSC-proper.
  2. Disclaimer -- I understand this is a devbuild prerelease and I have made peace with the fact that this might simply not work as intended right now. That said, I'm starting a new playthrough in KSP v1.2.2 64-bit for Windows. I think I did follow the manual install instructions foir this devbuild prerelease KCT, applying it to a heavily modded (mostly CKAN, but a few manual-installed mods as well) and I think I plopped the .dll into the correct folder. I can access the KCT gui in the VAB, for example. However, "Launch Vessel" brings me right to the Launchpad, with no dialog box about the simulation. The last time I played this was in KSP v1.0.5, back when it had a simulatikon mode baked into it, but I do have KRASH installed (I think.) Recovering vessel from the Launchpad brings me to the recover screen with part costs and whatnot. But then I see that the craft is in production with the KCT countdown and the KAC alarm properly set. Was I in a KRASH simulation mode? And the fact that I could "recover" the craft is something I need to take up with that mod? Is this a known defect of this prerelease? Did I install something wrong? Is there a logfile that would assist in assessing my issue? Thanks! I love this mod, and I am eagerly hopeful that I can get some version of it working.
  3. Hi all. Starting a new modded career. In the career-mode difficulty settings, under Advanced Options, I can toggle whether or not to recognize part g-force tolerance, part pressure tolerance, and kerbal g-force tolerance. This last one, in addition to a toggle, also has a slider for the "multiplier" to how much they tolerance before G-LOC. The default just-right-of-middle setting for what started as "hard" was 1.00. Does this mean that a single-G acceleration would render them redded out? Or is that a multiplier to whatever the baseline limit is, and if so, what is that baseline default limit -- is it the 15G that the navball gauge pegs at? Does increasing this number increase game difficulty, thereby lowering the acceleration needed to cause in-flight issues? The documentation doesn't provide any way to even articulate my questions. Any constructive thoughts would be appreciated.
  4. I devoted literally three very detailed paragraphs explicitly and exclusively discussing the very item that you suggest I forgot to mention. Behold:
  5. Do I interpret my CKAN and other sources correctly to note that the latest version of KSP that fully supported the latest version of this mod is KSP v1.0.4? I know there was scuttlebutt earlier this year to hand this mod off to someone else, is this the forum thread I should be following for the latest updates? @Ippo, I have to tell you that this very mod is one of my favorite ideas for the game, and it's something I would very much be willing to invest some time and energy to help with (though my last computer programming experience is decades old.)
  6. Baha! I don't even know what version KSP was on back when I asked this question, but thanks just the same.
  7. I'd happily learn what's needed to contribute to these efforts. This is pretty much the only mod I'd rate as "significant" to my gameplay that I'm still waiting on. Any suggestions how I might begin?
  8. There are two user limitations (in my view, very significant limitations) to using CKAN. First, and I think more important, is that CKAN has its own set of issues as a mod in its own right, and a lot of CKAN users don't realize this distinction. This results in a lot of CKAN users bringing CKAN-issues to the attention of other mods' developers, to varyingly unproductive effect. Go thumbing through the CKAN forum thread (I will intentionally refuse to link it here on the principle of not wanting to fan any flames, but there are several ongoing disputes with certain multiple mod authors that are not entirely resolved, and embers from the fire can still re-flare if instigated) and you'll see some very heated exchanges at certain points in the last year or so. Indeed, some mod forum threads specifically say right in the OP words to the effect of: "I make [suchandsuch-mod] and I don't have anything to do with CKAN, please don't bring CKAN metadata issues to my attention because I'll ignore your post and will literally pretend like I couldn't see it / please verify with screenshots or a video that you can produce your issue with my mod on an actual manual non-CKAN install or else I will not provide tech support." The user limitation, then, is the distinct honor-system responsibility to bear in mind that any issues relating to how any mod interacts with CKAN is not the mod's issue and is not properly brought to the mod-author's attention, despite the fact that you'll sometimes be directly told otherwise by well-meaning participants within the CKAN thread if you report the issue there. The second limitation that comes from using CKAN is the sheer fact that mixing CKAN-installed and manual-installed mods on the same copy of KSP (CKAN can track and individually manage multiple KSP installs on your hard drive, so setting one or more KSP copies aside for manual-mod testing is entirely fine.) With LOTS of modding and CKAN testing and troubleshooting under my own belt, personally, I can report with absolute one hundred point zero percent certainty that you can manage an install with a small handful of CKAN-managed mods (perhaps 1-5 of them) on an otherwise mostly-manual install, and you can likewise manage a mostly-CKAN install with a similarly small number of individual manual-install mods without significant chance of an issue -- but oh boy, when those insignificant chances of an issue actually turn into issues, they're doozies. Chances of issues increase exponentially as you bring the minor-category of mods in the same install closer to parity with your major-category (CKAN vs manual). My own unique context for the above: I am currently hovering somewhere around 270 mods. Yes, two hundred seventy mods currently installed that are significant candidates for my eventual playthrough. I am also a secondary contributor to the CKAN project itself, as I'm already halfway into a personal research project on mod interactivity and troubleshooting for my own purposes that, with only one extra column on the spreadsheet I use to track my results, can be very useful to the CKAN project coordinators anyway. I estimate that my research will involve testing a further-additional two hundred mods or so, and that my eventual playthrough (which is what my research project began as) will likely end up with around three hundred fifty or so in total. So while you're very correct to validly suggest that I consider adding any one mod here or there manually on a "for now" basis, I will respond by saying that there are two very specific circumstances specific to my own unique situation that render that option entirely inadvisable.
  9. Testing it now, I just wanted to let you know that the downloads file structure is broken, the internal folders were "spewed" everywhere. --EDIT-- Oh, and I'm getting outdated error warnings telling me that 64bit KSP is not a supported version of the game. @panarchist I appreciate your assistance, but you and I disagree as to whether this constitutes an "update." It's a community hotfix with known and unrefuted issues and an active mod developer who has repeatedly reported that they're working on an actual update. @Elkram refers to Dangit having been "updated," with no indication of what they meant with that reference. Like I said in the post you yourself quoted of me, I've been checking this thread and CKAN each several times daily, which is why I was surprised.
  10. Wait a second, DangIt is updated? I've been reloading both this thread and CKAN for weeks waiting for this specific mod to update with no activity visible to me. I saw comments indicating that update efforts were proceeding apace and haven't been commenting further. What you mean when you say that DangIt has been updated?
  11. Not sure why I never replied to this one sooner: Your launch-stage failure is the exact reason I run this mod, as it forces me to contemplate and design against possible launch-abort and launch-escape scenarios. Of course, the most catastrophic examples are launch stage failures within the first 30 seconds of liftoff, as most anything beyond that affords the possibility of cutting throttle and coasting for a few seconds while options are considered. (Unless @Coffeeman or @Ippo incorporate throttle-locks, over-thrust, or cascading failure / explosion scenarios as one possible failure mode... ouch that sounds evil!)
  12. It's been a while since I've run this mod, but I'm not sure that failures can be manually "triggered" on command. That said, I do know that focusing on a craft in orbit and timewarping will eventually cause multiple inevitable failures.
  13. Well, surface-attach-override is common in the editor interface, so there are stock-only scenarios where it becomes at least helpful, if not necessary. Let alone mods. And to be fair, you have to realize that this mod's node size is intentionally rather small, which can enhance difficulties. You realize that this mod "is" IR parts with custom colliders and textures, right?
  14. Not yet, but I'll keep it in mind Or just have it remember the preference?
  15. I think you're referring to the Cubic Octagonal Strut, the little teeny weeny girder segment. it's a stock part that, I agree, could have a KISKAS port attached to it. Well, it takes numerous hours on USSS / ISS deployments, too. Keep in mind that not only is the arm moving the payload, your payload is causing the arm to move the station / vessel as well. Slow and steady really is the way to go. The last statistic I heard was that astronauts / cosmonauts train for an average of five hours for every scheduled hour of manipulator-arm deployment. I haven't experienced this, but your description intrigues me. Are you sure you're attempting to node-attach it? It should attach to any node, regardless of node size. Try holding Alt+ while placing, I think that's the method to force node-snap in the VAB / SPH.
  16. Thanks. Huh. I coulda sworn I'd mouseover'd all the links, but there it is. Took me three attempts AFTER you pointed it out to find it. Anyway, though, I'm also explicitly asking if Spacedock is possible anyway. That way I can sign up for notification emails.
  17. CP seems to be updated and performing well. Were there any issues you found on this mod's end of things? Or do you think it's clean to go with KSP v1.1.2?
  18. Hey there, I recall enjoying this mod before the KSP v1.1 update, and I'm attempting to troubleshoot something. I'm reasonably sure it's not this mod that's causing the issue I'm trying to identify. Anyway, the OP seems to omit a manual download link while suggesting I install by CKAN? I did that, but if I uninstall this mod, without it being "listed" by CKAN as updated for v1.1.2, I won't be able to reinstall it except for manually. Is there a Spacedock listing for this mod that I can't find (possibly listed by another name)? If there is no Spacedock listing, could I request one? Thanks!
  19. I really enjoyed this mod for v1.0.x, one of those things you don't really notice still you don't have it anymore. One request: could we get it on Spacedock if / when a v1.1.2 update comes out of this mod?
  20. Would it be possible to release this on Spacedock? Also, do I understand correctly that v1.1.x means that it's anticipated to work on v1.1.2? (I just wanna make sure I understand)
  21. @Neutrinovore, I think you're very right to call me out on this. I edited, and I apologize. Please see above. As for the rest of your point, frankly I hadn't checked the person's profile. That was quite silly of me to overlook that simple step. (Though, so few posts only increases how odd it seems, at least to me, that a person would forget having so recently addressing a post to another mod's thread. I'm not making fun, I'm just scratching my head at it, is all.) Though, I submit that "will this mod work" is asking if a mod is updated. To simply read it verbatim (especially for someone who might apparently be communicating through a language barrier -- something I DID NOT poke fun at, despite the other semantic puns I pointed out, of course) I think is unnecessary and even itself rather unfair to the person asking the question. Whether a person is non-English speaking or non-technical speaking, "will it work" means "has it been updated," in my view. I understand that someone has to rather strenuously distinguish the other question, "I'm not asking if it's been updated, I just want to know if I can get by with the old version, despite the numerous posts above me which are describing bugs and errors of some sort or another." Which is not a common question, though I will grant you that version migrations do rarely result in incompatibilities so severe that a mod author will warn you to uninstall it and not even try it as it'll break your game / computer / destroy your savefile, etc. (Indeed, we've seen that it's often the mod update itself that breaks savefiles.) Ha, and yes, I agree on the person's name length, I lol'd at your comment on it. @Fallarnon see my reply and apology above, your reply hit while I was composing it. Oh, and @CraftedDoge20PlaysKSP1.0.5, you deserve to be tagged as well. I apologize for my unhelpful reply.
  22. Fair enough, though you might note that your name is already in the credits as to the CKAN metadata. I'm in the process of consolidating several of my own personal modlists (numbering more than 400 by my estimate, dating back to v0.25) into a giant spreadsheet. I've discussed sharing my info with the CKAN team for metadata purposes. For my own personal use, I also intend to incorporate info about manual-install non-CKAN mods, of course, but for now I'm only 20% of the way through the CKAN portion -- I'm just sifting through the index in alphabetical order, and now I'm in the C's (I started two weeks ago, to give you an idea.) I'm just gathering preliminary info at this stage, in a few weeks, perhaps a month, I'll be ready to start loadtesting and install-testing mods, but I haven't installed this mod yet. It's on my list because I fell in love with it originally back in v1.0.4 according to my notes. Which is why I hadn't seen the readme yet. Given that this actual thread is created by someone else (someone whose last login was November 2015) was why I generally thought you were second-seat rather than original creator. My apologies. Not an excuse, merely an explanation as to how someone reasonable could presume incorrectly. That said, in this thread, I'd already seen your posts in this thread, so I knew your involvement to be substantial already. Hence my actual question as to whether you were taking over as lead modder. My other questions remain unanswered, however, good sir. First, I'd be really excited as to a Spacedock release (yes, I see the Curse link.) And second, I was curious as to a new thread, since only a forum moderator or the original poster can modify / edit a forum OP (such as with updated download links, version release notices, etc.)
  23. @orcmaul Are you taking over for this mod? Does this mean that we might be moving to another forum thread soon? Or even a Spacedock release? (I ask for purposes of keeping my bookmarks up to date.)
  24. Yes, your KSP v1.1.2 will most definitely work, especially if you have no mods installed. [Edit: Yeah, that was rather snarky. In my defense, I typed it trying to be funny, but I can see now that I missed that particular target here.] For best results, be sure to completely uninstall the game, delete all leftover folders, and then reinstall a fresh copy, especially if you purchased through Steam. Be wary, though, landing legs and anything with wheels on it will be a tad... wonky. Quadruple Yes Hmm. Given that you have posted in that other mod's (singular, you only address and issue with CameraTools here) thread, I'm confused why you're posting this here. Also, 300mph is nowhere near sonic speed. Even if someone were flying at 300 m/s, not only is that still not quite fast enough to create a sonic shockfront, the boom would be inaudible to both a craft flying at sonic speeds as well as any item in a close-astern following position. ~~~ Now if you'd intended to ask if B.Dynamics Parts has been updated to work in the newest version of KSP. First of all, there's an actual forum rule that prohibits you from asking that question, especially the way you asked it. Second, that information is already available in the OP of that thread I linked to , as well as on its CKAN listing, as well as here, here, here, then again here, and discussed here. Third, see the first item, about it being a forum rule that you are not allowed to bug mod authors, especially after seeing the second item, that the information already exists in so many other locations. [Edit: Even apologizing for the snarkitude, I still think it's legitimate to point out that the question was previously answered.]
  25. No, actually. First off, CKAN is CKAN, it's maintained by separate people. I don't know of any official rules on the matter, but I for one think it's rather rude to ask one mod author to maintain someone else's mod. Second, Spacedock kind of not only allows for very easy CKAN enrollment if the mod author wishes to set it up, it also makes it easy for someone else at CKAN to set it up using the publicly available Spacedock information. Also, I'm entirely not understanding the "lol" aspect.
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