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KSP2 Release Notes
Everything posted by Jacke
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I'm not sure of the details, but I'd say a "non-backwards compatible format" means that .sfs and .craft files from KSP 1.8+ can't be used on 1.7.3 and before. There may be an automatic converter for loading 1.7.3 and before .sfs and .craft files (both have a version field, right at the top of the file) but after that conversion, for ever more it would have to run on 1.8+.
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That's because its location was changed in a KSP release. If you're on Windows, it's located at: C:\Users\<username>\AppData\LocalLow\Squad\Kerbal Space Program\output_log.txt EDIT: That's for KSP 1.7.3 and before. As discussed below, for KSP 1.8+, it's now: C:\Users\<username>\AppData\LocalLow\Squad\Kerbal Space Program\Player.log
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That's not right. Regular air has about 21 kPa oxygen partial pressure. Whatever it becomes in the lungs because of added moisture is by effective evolutionary design (as are the pulmonary surfactants). Oxygen partial pressures of are kept under tight control throughout the body to almost anoxic levels to keep a low but constant stream of oxygen to cells for metabolism. This is to reduce the concentration of oxygen-related free radicals which are a constant source of damage that has to be repaired. Those free radicals are the damaging intermediary for hard radiation as well as why 2 atmospheres of pure oxygen is lethal in 1 to 2 days. I suspect Mercury used 32 kPa total pressure in the environment due to other limitations and didn't want to drop total pressure further. Because they were only using humidified oxygen, the oxygen partial pressure was raised. That much over normal air represented limited risk.
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That 5.3kPa CO2 partial pressure is almost certainly a typo, as that's almost a level that can asphyxiate despite the level of O2. And I see it exists in the Wikipedia article too....
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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
With the large change in KSP from 1.7.3 to 1.8, don't expect any mod with .dll's that was made for one to truly properly work with the other. It may appear to, but there is a large risk it isn't. -
I really think it's screaming for *shag carpet*.
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...'cause red ones go fasta!
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[snip] there's another factor beyond the issue of licencing. You took on more projects and code, virtually blindly compiling them across a significant version change (I'd say the 1.7.3 to 1.8 transition is the most significant change for the underlying code base that's ever happened in KSP), and you have taken no time for true understanding of those mods' code nor have the capability to properly support it in its current uncertain state. From what you've said about your experience, you must know that just because code compiles and links and even runs without apparent issue is a far cry from not having problems minor and major. I'm seeing the premier mod writers talking about what they're going through transitioning their mods to 1.8. People I know from watching for a long while who are competent and care. And they're having enough issues. The mods you have forked are a minefield waiting for a player to make a wrong step. And whether it gets back to you or wrongly to the prior mod author, that's not right. Sure, the licences allow you to do what you did. Should you have? You guarantee your mods? You wanna bet on that?
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To be blunt, your post at the top of this page was an impolite interjection. You join a conversation, you listen first. On a written discussion board like these forums, you at least read the last page or 2 of posts. If you had, you'd see the mod maintainer, @linuxgurugamer, had commented twice within the last month on a topic that had very little traffic. That shows he's paying attention. And if you wanted some idea when the mod was going to be upgraded, seeing that it hadn't been mentioned here, you could have asked in a manner that didn't imply you thought it was abandonned when you could have found ample indication it hadn't.
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Then run a KSP 1.7.3 install. After a new release drops, expect to wait a month before major mods are all upgraded. Especially one with so many fundamental changes as 1.8. @linuxgurugamer supports a lot of mods (about 200 I believe). As he's said elsewhere, he's upgrading his infrastructure for this and doesn't expect to have any releases out until next week.
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@sarbian made a very important comment on the MechJeb topic. I think this should cover all mods with .dll's. The transition from KSP 1.7.3 to KSP 1.8 is very hard both ways. All mods for 1.8+ need .dll's for 1.8+ (and those 1.8+ .dll's may not be usable in 1.7.3-). If all mods are upgraded, then maybe save games can be ported *carefully* (but watch out for depreciated and removed parts).
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[1.12.x] Trajectories v2.4.5 (2023-08-22) : atmospheric predictions
Jacke replied to Kobymaru's topic in KSP1 Mod Releases
On a major release and some of the minor ones, a wait of a month is usual. Modders do this in their "time off".- 981 replies
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If you're at pots, it's best to have the pot kept warm and use a regular cup. Else the coffee just cools off too soon.
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Everyone always thinks legal problems are nothing until they get a painful lesson in their country's legal system the hard way.
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Verifying expansions stuck on 1.8
Jacke replied to Catto's topic in KSP1 Technical Support (PC, modded installs)
You can't. If you have it by Steam, you get the latest version by default. However, Steam also allows you to select from the previous version's last point release (look in the Steam library under KSP's Properties and then the BETAS tab). And you should copy from the Steam directory to one under your control and run the KSP executable there to make sure you stay on a given version until you want to change. There's also CKAN to help manage this too.