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Everything posted by Jacke
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Matt Lowne’s entire channel has been copyright claimed
Jacke replied to ProtoJeb21's topic in The Lounge
That then leads to Google believing the incorrect corollary that by definition anything Google does isn't evil. -
Now that's a @Triop test drive and video! Cool, the wheels folded up underneath. Would that Golf float ?!?
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
Jacke replied to Shadowmage's topic in KSP1 Mod Releases
You might also want to talk to @Lisias and skim over this topic, which is more about what testing code written by @sarbian in MechJeb (and now also ModuleManager) has revealed about issues affecting the Reflection code. -
You could always try making a Volkswagen Type 2. Alas, I fear you might have laid the kindling for an immense argument about Big-endian and Little-endian Kerbals. Although they do need less headroom, literally.
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Oh dear. I'm sure that you're just trying to make Kerbals easier to fit inside your cars. But now you're going to split KSP fandom into "big endians" and "little endians". And that never ends well. Besides being yet another scaling issue....
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That was 1.4 that last changed the Unity version (and had up to 1.4.5 in minor releases). Do any existing MAS IVAs use parts of ASET Avionics and ASET Props?
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It's only been about 6 hours since you posted. People maintain mods as a sidejob to a hobby. Have patience, because attitude will get you less help, not more. I did take a quick look at your logs. You are running KSP 1.8.1 with a lot of mods. Are *all* your mods' versions upgraded for KSP 1.8.x ? Very very few mods from KSP 1.7.3 and before will work under KSP 1.8.x. There are a lot of error messages from various mods. The Sigma* mods need the Kopernicus mod, which hasn't been upgraded for KSP 1.8.x. You need to make sure you're not still including mods for KSP 1.7.3 and before. You need to make sure all your mods have their needed dependencies. Without satisfying those two requirements, you are almost certainly going to have a KSP install that will break. I suggest pulling all your mods and adding them back in with KSP 1.8.x versions.
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totm june 2018 Work-in-Progress [WIP] Design Thread
Jacke replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Hey! Who are you and what have you done with @Triop ?!? The car in that video wasn't anywhere near to being on its roof! No way you're @Triop !!! -
totm june 2018 Work-in-Progress [WIP] Design Thread
Jacke replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
You need to make a paintscheme for Jeb's Junkyard & Spaceship Parts! With the logo from the game! -
Maybe not. Space Theory's fiscal year is April to March. So it could still come 2020 late Spring to Summer.
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Wouldn't quite be a @Triop test-drive until the car ends up on its roof.
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The Kerbin 1K Drag Race (needs Races! mod)
Jacke replied to Triop's topic in KSP1 Challenges & Mission ideas
It's possible if the mod .dll used only KSP methods carefully and never went directly to Unity. -
As others have mentioned, two platoons of infantry aren't a significant force except when it's a special forces op (and it's usually just ingress, objective, egress). And like all troops, they will quickly exhaust their supplies they bring with them, so it's either done and an extraction or a logistical tail has to be established. But a Starship is going to be a very obvious object and will likely quickly lose tactical surprise either before launch or enroute, especially against better opponent armed forces. And slower transport allows for better prestrike planning enroute on quick reaction. As a strike weapon, it's a waste of a launch vehicle. Cruise missiles and strike aircraft are more appropriate and accurate. And like everything else, it's been thought of before: Ithacus Study 1966: http://www.astronautix.com/i/ithacus.html That was envisioned as delivering 1200 troops, which is a more flexible size of unit. Still, logistics still needs to be established. And again, still likely to lose tactical surprise.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Jacke replied to Starwaster's topic in KSP1 Mod Releases
Condolences on your loss.- 5,919 replies
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The less rude version of what steve_v meant: Some KSP major releases break almost all mods, some are almost like a minor release and break nearly nothing. It's important to know which is which. KSP 1.4 and 1.8 introduced Unity version changes and almost all mods for older KSP 1.7.3 versions won't work on them. It's also important to know where the log files are and post them when asking for help. Other troubleshooting info at the link in my signature.
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[1.8+] Custom Barn Kit 1.1.20 (19 October 2019) - Parachute Included
Jacke replied to sarbian's topic in KSP1 Mod Releases
CustomBarnKit v1.1.19 was released under KSP 1.6, but most mods released for 1.6.x still worked under 1.7.x. You should test it. Considering a version wasn't released until 1.1.20 and there was no other complaints about it not working, I'd say it likely will. For KSP 1.7.3 under CKAN, I marked mods compiled for KSP 1.7.x, 1.6.x, and 1.5.x as compatible as they usually were. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Jacke replied to nightingale's topic in KSP1 Mod Releases
On the GitHub page in the initial post, click on "Releases" and you'll see all the releases. Pick the last one in the range of dates that jives with KSP 1.7.3, as you can see on this page. https://wiki.kerbalspaceprogram.com/wiki/Version_history- 5,219 replies
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[1.8+] Custom Barn Kit 1.1.20 (19 October 2019) - Parachute Included
Jacke replied to sarbian's topic in KSP1 Mod Releases
Literally my post just above yours! Please read a page or two of a topic. -
The Kerbin 1K Drag Race (needs Races! mod)
Jacke replied to Triop's topic in KSP1 Challenges & Mission ideas
All the sections of the airstrip too. Speaking of KSP 1.8.1, do we need an updated Races mod? -
The Kerbin 1K Drag Race (needs Races! mod)
Jacke replied to Triop's topic in KSP1 Challenges & Mission ideas
It's been a while since I worked on this. But as I recall, I think every entry from mine down has been a Sepratron design, because nothing else has the TWR it does. I tried the Vector engine and at least in my experience its designs didn't compete. And keeping the vehicle straight and stopping it are equal challenges. I think I never worked on a better one than my Rocket Sled 5 due to the shear tediousness of banking up so many Sepratrons and tweaking them to reduce their fuel. -
[1.8+] Custom Barn Kit 1.1.20 (19 October 2019) - Parachute Included
Jacke replied to sarbian's topic in KSP1 Mod Releases
Dig around through Jenkins and you'll find the link here: https://ksp.sarbian.com/jenkins/job/CustomBarnKit/40/ -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Jacke replied to sarbian's topic in KSP1 Mod Releases
So this is a metamod by yourself of Kerbalism. Okay. I put my metamods etc. in a tree under GameData/zzzFinal/. It leaves the GameData directory itself for ModuleManager and the rare few mods that have to live there, which are all special. And those I put into GameData/zzzFinal/ I manage with JSGME, as I do metamods to mods I install with CKAN. -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Jacke replied to sarbian's topic in KSP1 Mod Releases
There may be more detail in the lines of the whole log above this to figure out where the issues are with each config file. That's why you need to upload your whole log and post a link to it. Most mod authors won't even bother to help because it's not possible to determine anything with certainty without the whole log file. Most of my questions here could have been answered with it. From what you have, the problems appear to be with the mods Kerbalism, RealFuels-Stockalike, and RealPlume-RFStockalike. Kerbalism looks to be misinstalled, as its .cfg files should not be directly in GameData. And if you are running on KSP 1.8, *all* of your mods need to be upgraded to versions compiled for KSP 1.8. Because of the great changes between KSP 1.7.3 and KSP 1.8, there are very few mods from KSP 1.7.3 and before that will work without fault in 1.8. You need to remove everything, clear the directory, install KSP 1.8 fresh, then start modding it again with mods upgraded for KSP 1.8 to ensure things work properly. It's why it's always expected to take a month after a new KSP major release before the mods are upgraded (and thus why to copy away from Steam and use a version under your control). It's why we've got 1.8.1 13 days after 1.8 (KSP 1.4.x, the last time there was a Unity change, was the same). It's also why I learned to use modding tools like CKAN and JSGME to manage my mods. -
Thanks for pointing that out. It's getting hard to keep track of all these without a scorecard. As what purports to be a joke is made more subtle to the point of obtuseness, at some point it ceases to be a joke at all. Except perhaps about the failure to get its point across at all.
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Starliner looks promising. EDIT: Still does look promising. As does...whatever is the name of that big silver rocket SpaceX is working on. I still wish people would rein in their spiel of achievements SpaceX's new rocket hasn't yet even come close to meeting, especially those at its extremes of predicted performance. NASA and Roscosmos both have had their own painful lessons in what can happen at the edge of performance that is *all* spaceflight. SpaceX will eventually have that too. Don't know which Soyuz you're referring to. Soyuz 1 had many faults, but it's not certain what lead to the main 'chute failure and then the drogue and reserve 'chutes tangling. Other Soyuz failures besides 11's pressure valve were all launch vehicles, I believe.