Jump to content

[1.0.x; Part, Plugin] parameciumkid's Jump Drive 0.6 (compatibility update)


problemecium
 Share

Recommended Posts

  • 2 weeks later...

I´m really like thismod 

but ive have several probelms in KSP 64 1.1.2.1260

everu=ytime that i lunche the jumpdrive i crashed 

i´ve no having problem with Jump becon  only the jumpdribe at 6000 meters it´s crashed 

[Exception]: TypeLoadException: Could not load type 'Callback' from assembly 'JumpDrive'.

someone has a solution for this ?

 

Link to comment
Share on other sites

15 hours ago, Elessar_Black said:

I´m really like thismod 

but ive have several probelms in KSP 64 1.1.2.1260

everu=ytime that i lunche the jumpdrive i crashed 

i´ve no having problem with Jump becon  only the jumpdribe at 6000 meters it´s crashed 

[Exception]: TypeLoadException: Could not load type 'Callback' from assembly 'JumpDrive'.

someone has a solution for this ?

 

The only solution is to wait until the modmaker updates the mod for 1.1.2. This mod is not currently supported in anything except 1.0.x as it says in the thread title.

Link to comment
Share on other sites

  • 5 weeks later...
  • 3 months later...
22 hours ago, parameciumkid said:

No, it does not. I may recompile it, but my motivation is low, partly because other very similar jump drive mods have shown up now and partly because I have a new mod in the planning stages :wink:

Sad to hear, as this is still my favorite of the jump drives. Still, I can understand having low motivation.

This new mod has piqued my interest. Can't wait.

Link to comment
Share on other sites

On 10/20/2016 at 3:46 AM, parameciumkid said:

No, it does not. I may recompile it, but my motivation is low, partly because other very similar jump drive mods have shown up now and partly because I have a new mod in the planning stages :wink:

I'd honestly love it.

this mod was the only one that was actually balanced. the ESDL Jump beacons mod makes it like 10.000 times cheaper to just fly there using rockets, it costs millions of spesos to fill a beacon and it has no effects.

then there's FTL Jump beacons, which are ridiculously OP. the beacons don't use any charge, the drive takes a little, and it also has no effects.

while your mod has an effects (and pretty ones at that), is balanced, and doesn't defeat the point of being non-tedious.

Link to comment
Share on other sites

  • 3 weeks later...
On 20/10/2016 at 0:16 PM, parameciumkid said:

No, it does not. I may recompile it, but my motivation is low, partly because other very similar jump drive mods have shown up now and partly because I have a new mod in the planning stages :wink:

I'm sure I wouldn't be the only one sad to see this mod go. My main cargo routes to Duna depend on it because I am far too lazy to schedual a constant stream of launches that travel for 7 months or be held down by transfer windows.

 

All the other mods I've seen are basically modified hyperedit or just plain terrible.

Link to comment
Share on other sites

  • 2 weeks later...
  • 1 month later...

i need that mod for galaxy mod, TOO HARD TO GET THERE WITH OTHER WARP DRIVE MOD, SO I REALLY NEED THAT MOD.

 

use other warp drive mod, move beacon to another star system, and then turn on, and THAT'S IT! now relay deployed, i can initiate interstellar colony plan!

 

i already uploaded this mod file on Korean community forum to request recompile this into 1.2.2 version.

Edited by hyperion9710
Link to comment
Share on other sites

  • 2 months later...
1 hour ago, EksCelle said:

Does anyone have a mirror for this mod? The download seems to be down.

Even if someone has a copy, there's no license stated in the OP or the .zip, so it defaults to ARR, meaning NO ONE can redistribute it...

So unless @parameciumkid comes back and changes the licensing himself, then this mod is done...

See his last post on his plans for this mod:

 

 

Link to comment
Share on other sites

6 hours ago, Stone Blue said:

Even if someone has a copy, there's no license stated in the OP or the .zip, so it defaults to ARR, meaning NO ONE can redistribute it...

So unless @parameciumkid comes back and changes the licensing himself, then this mod is done...

See his last post on his plans for this mod:

 

I was just hoping to recompile it for myself, but that's ok. The future of this mod doesn't look too bright, and I'm not too fond of the alternatives, this is really the most well-balanced and least complex jump drive mod i've found.

Link to comment
Share on other sites

1 hour ago, EksCelle said:

I was just hoping to recompile it for myself,

Yup... I know that feeling...
have you tried PM'ing parameciumkid?... he was last on only about a month & a half ago

 

Edited by Stone Blue
Link to comment
Share on other sites

  • 1 month later...
  • 4 weeks later...

Aw rip I really really LOVED this mod and used to make use of it a LOT i liked the send a jump beacon to were you wanted to go and then charge up and poof you're there. 

It was not op or complicated as a lot of other so called jump drives that are out, and even with the new ones. 

 

Look forward to an updated version even if I have to wait for it!  

Link to comment
Share on other sites

  • 2 months later...
This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...