Tekener Posted May 8, 2016 Share Posted May 8, 2016 (edited) On 6.5.2016 at 7:38 AM, tg626 said: No modder has control over when or if CKAN gets updated - I listed it's compatibility with 1.1.2 on spacedock.info beyond that it's out of my hands. Not completely, as long as your main download file linked in this thread from github is still marked as max 1.1.1:"KSP_VERSION_MAX":{"MAJOR":1,"MINOR":1,"PATCH":1}} Which is the same as on spacedock.info, the download you offer there is marked as 1.1.1 max compatibility in "DockingSounds.version" Edited May 8, 2016 by Tekener Quote Link to comment Share on other sites More sharing options...
tg626 Posted May 9, 2016 Author Share Posted May 9, 2016 Are you sure? (Seriously I have no idea) because that's a file for KSP-AVC. Which due to how it handles checking is perfectly fine with that file in the archive. If you know this to be a fact, I'd appreciate a reference to that documentation since CKAN is largely a mystery to me. The only reason my mods are listed in it is because of that "include in ckan" check box that is/was on spacedock/kerbalstuff, and me thinking "Sure, why not?" and selecting it. Quote Link to comment Share on other sites More sharing options...
plague006 Posted May 9, 2016 Share Posted May 9, 2016 (edited) I can probably clear some things up. Before anything else I'm sorry our users are bugging you directly. CKAN users should be bugging CKAN for all CKAN-related issues. It's a message we've wholly failed to get across. Quote No modder has control over when or if CKAN gets updated - I listed it's compatibility with 1.1.2 on spacedock.info beyond that it's out of my hands. Modders determine their own level of involvement in how CKAN manages their metadata. Some write their own metadata and CKAN only references it, some simply ping us when something is wrong and some don't even know CKAN indexes their mod. @Tekener is half-correct: CKAN does indeed read the .version file in a given mod's zip. In the case of your mod you use a remote .version file so CKAN will prioritize that info over the local file (but only if the version of the mod in the remote version file matches the mod version). The issue arose because the spacedock release was delayed. Within seconds of 2.1.1 hitting the spacedock server it was on CKAN. Would it be best for us to target your github releases? Just read a quote from you " Github is the master, spacedock the mirror." So we'll be changing where we pull releases to GitHub. As for documentation for CKAN a decent primer might be https://github.com/KSP-CKAN/CKAN/wiki/Adding-a-mod-to-the-CKAN Edited May 9, 2016 by plague006 Quote Link to comment Share on other sites More sharing options...
Whovian41110 Posted May 10, 2016 Share Posted May 10, 2016 (edited) Since this is a 1.1 plugin will it still work with 1.0.5 (No it does not) Edited May 11, 2016 by Whovian41110 Quote Link to comment Share on other sites More sharing options...
Cairol Posted May 27, 2016 Share Posted May 27, 2016 (edited) I love this mod. Especially with the sounds provided by akron, this is awesome. Can't wait to dock again! Edited May 28, 2016 by Cairol Quote Link to comment Share on other sites More sharing options...
inigma Posted September 13, 2016 Share Posted September 13, 2016 ANy update on if this wonderful mod will be updated? Quote Link to comment Share on other sites More sharing options...
tg626 Posted September 16, 2016 Author Share Posted September 16, 2016 (edited) I'm around Once Module Manager gets updated, we'll see if I need any updates. This mod (and many others) relies on Module Manager for integration into the stock parts, so no MM, no DS. If it proves to be borked, then I probably won't update until the v1.2 final release. Edited September 16, 2016 by tg626 Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted September 16, 2016 Share Posted September 16, 2016 I've recompiled Module Manager myself and found it to work during initial loading (no idea if the alt-F11 menu works, since I haven't tried it nor felt the need to try) -- it will at least patch the config database and generate a cache. It's straightforward enough for testing purposes, at least. Quote Link to comment Share on other sites More sharing options...
tg626 Posted October 7, 2016 Author Share Posted October 7, 2016 Now that we have an official Module Manager release, you have a Docking Sounds release! See the original post's download link. Quote Link to comment Share on other sites More sharing options...
razark Posted October 8, 2016 Share Posted October 8, 2016 Docking just hasn't been the same without the sound. It just seems so much less satisfying. Quote Link to comment Share on other sites More sharing options...
akardam Posted January 6, 2017 Share Posted January 6, 2017 Finally got around to installing this last night. Many thanks to @tg626 for this great bit of ambiance. Also, for @Dashman I laughed so hard when I listened to your alternate docking sound. The old Star Trek door whoosh, and the "doi-oi-oi-oi-nnng" near the end, make it just perfectly Kerbal Quote Link to comment Share on other sites More sharing options...
Anase Skyrider Posted June 6, 2017 Share Posted June 6, 2017 Can confirm: Mod works with KSP v1.3.0 Quote Link to comment Share on other sites More sharing options...
III-METHOD-III Posted June 8, 2017 Share Posted June 8, 2017 On 6/6/2017 at 5:20 AM, Anase Skyrider said: Can confirm: Mod works with KSP v1.3.0 Really appreciate you letting us know. many thanks. Quote Link to comment Share on other sites More sharing options...
Kerbin's Bill Posted September 2, 2017 Share Posted September 2, 2017 (edited) I have some suggestion to you.Why not use the sound effects herehttps://www.youtube.com/watch?v=ONP9jS14toE&t=656s.I think those docking sound effects there is more suitable to lager crafts. Edited September 2, 2017 by Kerbin's Bill Quote Link to comment Share on other sites More sharing options...
Starfire70 Posted November 29, 2017 Share Posted November 29, 2017 (edited) Awesome! Running KSP 1.3.1 and performed my first docking. Heard that WONDERFUL chung-chung-chung-chung-chung-CHA sound effect. So satisfying. Edited November 29, 2017 by Starfire70 Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted April 9, 2018 Share Posted April 9, 2018 hmmm, confused, the latest release on git says 1.2 but the forum title says 1.4.1, does it mean it didn't need a recompile? Quote Link to comment Share on other sites More sharing options...
IntoSpaceAgain Posted April 9, 2018 Share Posted April 9, 2018 Well, it's working fine for me in 1.4.2. Quote Link to comment Share on other sites More sharing options...
AdmiralSirJohn Posted September 12, 2018 Share Posted September 12, 2018 Sorry to revive an old thread, but can anyone confirm that this works in 1.4.5? Quote Link to comment Share on other sites More sharing options...
Supercheese Posted September 12, 2018 Share Posted September 12, 2018 59 minutes ago, AdmiralSirJohn said: Sorry to revive an old thread, but can anyone confirm that this works in 1.4.5? Yep, still works. Quote Link to comment Share on other sites More sharing options...
AdmiralSirJohn Posted September 12, 2018 Share Posted September 12, 2018 Thanks! Quote Link to comment Share on other sites More sharing options...
DomiKamu Posted February 4, 2019 Share Posted February 4, 2019 (edited) Hi, I'm testing this mod against KSP 1.6.1, and report exception on every load (when starting KSP). Link to KSP.log (Dropbox) Line 158. However, the mod seems work when I dock/undock vessel to another (having sounds, no exceptions). Regards. Edited February 4, 2019 by DomiKamu Quote Link to comment Share on other sites More sharing options...
jpinard Posted June 24, 2019 Share Posted June 24, 2019 On 2/4/2019 at 1:02 AM, DomiKamu said: Hi, I'm testing this mod against KSP 1.6.1, and report exception on every load (when starting KSP). Link to KSP.log (Dropbox) Line 158. However, the mod seems work when I dock/undock vessel to another (having sounds, no exceptions). Regards. Does that slow down the game, having all those exceptions? Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted June 24, 2019 Share Posted June 24, 2019 17 minutes ago, jpinard said: Does that slow down the game, having all those exceptions? Did you even look a the log? He has one exception during load. The exception itself is because the mod was compiled against the wrong version of .NET but doesn't seem to create any problems. Quote Link to comment Share on other sites More sharing options...
jpinard Posted June 24, 2019 Share Posted June 24, 2019 3 minutes ago, Tonka Crash said: Did you even look a the log? He has one exception during load. The exception itself is because the mod was compiled against the wrong version of .NET but doesn't seem to create any problems. Oh cool thanks - Sorry! Quote Link to comment Share on other sites More sharing options...
Guest Posted August 25, 2019 Share Posted August 25, 2019 @tg626 DMagic's flexo docking tubes have a different module [FlexoTube], requiring an additional MM code segment to give them sounds. I tried it out and it works seamlessly with flexotubes docking both with each other and standard ports. @PART[*]:HAS[@MODULE[FlexoTube],!MODULE[DPSoundFX]]:FOR[DPSoundFX] { MODULE { name = DPSoundFX sound_docking = FP_DPSoundFX/Sounds/dock sound_undocking = FP_DPSoundFX/Sounds/undock internalSoundsOnly = false } } Quote Link to comment Share on other sites More sharing options...
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