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Ippo

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Everything posted by Ippo

  1. If anyone knows if this works in 6.4x kerbin, I'd be happy. Otherwise, I'll test it myself when I get the chance
  2. I would just like to congratulate everyone for a new cool milestone: we have now more than 200 indexed mods
  3. Well, I didn't want to mess with someone else's business, but since you want to ask me... Personally I've always been against that feature. It's been proposed multiple times in my thread and I've always shot it down The reason is that I feel it's just a "game-y" feature that does not really model anything sensible, plus I think it makes for bad gameplay. I think you might have seen that I don't want people to be able to pay funds to increase the reliability of a part. The reasoning behind this is that it would allow you to just pay your way out of a problem, and funds are anything but scarce in KSP right now: so it would basically amount to "let's increase the price of the engines". The plan (still unrealized: alpha, remember?) is to use the reliability stats to counterbalance efficiency and differentiate engines even more. Why would anyone choose a LV909 over a nuclear engine for a mars mission, right now? If the nuclear engine was significantly more unpredictable, you might want to reconsider your choices. Tracking part usage is no different: time is money, so you can just invest a lot of "resources" (i.e, time) and ignore the problem. You run 10 Mun missions with 50-engine abominations and puf!, you are good forever, no need to choose different engines for different mission durations. BUT Coffeeman, remember the terms of our agreement: you need my permission to add new features only in DangIt, Entropy is 100% yours and you can do whatever you like with it regardless of my opinion on the matter So if you like the idea and people like the idea, by all means, do it... as long as it stays out of my repo
  4. I would just like to advise everyone to use OpenGL instead of Linux. Just set one flag in the parameters and you can mod to your heart's content. I have ~65 mods installed, including B9, EVE, KW, the full USI suite, and it still runs around 2GB of ram.
  5. That's weird, because I use the SpareParts defined in the Community Resource Pack too. It must be something on MCE's side, I believe, since I didn't change anything since october...
  6. Hi Could you please give us more details? What repository are you trying to connect to, and what isn't working exactly? If you happen to have a github account, we'd really love if you opened a support ticket so we can follow up with you easily.
  7. OH GOD YOU ARE EVIL! It's awesome to see this released, congratulations man!
  8. It's already compatible CKAN is built on Mono, so you can take that exe and run it on OSX too
  9. Hey Coffeeman! No worries, RL always has priority As per my previous post, feel free to do whatever you want with your fork (within the license, of course). If you'd like to keep the name, let's have a chat via PM
  10. I would like to make it clear for anyone happening to read that I'm not a native english speaker.
  11. At this point you are just basically not using it through steam, so there's no real incentive to moving it to steam... Note that I have it on steam, so I know how you can elude the updates, but if you have the store version, why bother? However, what steam actually means is "I will not update it until you try to launch it, and then I'll update the first time you run the game". In fact, you will find a lot of threads of people complaining about that, if you try searching. It's good that KSP lets you use the "beta" to stay at the previous version, though, so I'll use that come 0.90 (since I have finally found my ideal mod setup and I'm not willing to let it go just because an update came out...).
  12. I can think of one: mandatory updates. When a KSP update is available, you can't play unless you update the game - and if you play with many mods, you'll often want to delay upgrading by at least 2 weeks.
  13. No, not that one After a while in "incubation", I finally started fleshing it out. The code is floating here (ARR until I choose a license, it won't be ARR once it's ready, don't worry )
  14. Good times Thanks everyone for your support, sorry about it. Anyway if someone wants to pick it up I'm 100% available to help them keep it going. If nobody does, I will try to keep it at least compatible with new KSP releases, at least that
  15. There are 67 folders in my GameData. Not sure how many mods that is, but I'd say it's at least 60
  16. Well, guys, I've been delaying this too long: this mod is now abandoned and up for adoption. I have just too much stuff to take care of to develop this mod properly: so, considering that it seems to have gained a quite significant amount of interest, I think it's better for everyone if I just pass it along to someone else instead of freezing it forever. I think it's also about time I confess that I don't use it, at all: my mod proved me that people were right when they said random failures are just annoying, in fact I'm too annoyed by my own mod and haven't been using it since July or so. I think you all understand that this does not contribute much to my will to develop it further... So, now for the legal stuff: the code is licensed under GPLv3 and I'm notchanging the license; if you make a fork, please change the name: while this is sort of required by the license, I'd also be happier if you avoided a name like "Dang It Continued" or stuff like that because I've alwasy thought that it sounds stupid; If you are interested in continuing the project, I'll let you use the original name provided we agree on some features. If you want to use the original name, PM me and we'll have a chat. Otherwise, feel free to fork under a new name and add anything you like to it. Overall it's been a real blast making this mod, it taught me a lot and really made me feel part of a community (which I'll remain, I hope, just not with this particular project)
  17. Well, guys, I've been delaying this too long: this mod is now abandoned and up for adoption. I have just too much stuff to take care of to develop this mod properly: so, considering that it seems to have gained a quite significant amount of interest, I think it's better for everyone if I just pass it along to someone else instead of freezing it forever. I think it's also about time I confess that I don't use it, at all: my mod proved me that people were right when they said random failures are just annoying, in fact I'm too annoyed by my own mod and haven't been using it since July or so. I think you all understand that this does not contribute much to my will to develop it further... So, now for the legal stuff: the code is licensed under GPLv3 and I'm notchanging the license; if you make a fork, please change the name: while this is sort of required by the license, I'd also be happier if you avoided a name like "Dang It Continued" or stuff like that because I've alwasy thought that it sounds stupid; If you are interested in continuing the project, I'll let you use the original name provided we agree on some features. If you want to use the original name, PM me and we'll have a chat. Otherwise, feel free to fork under a new name and add anything you like to it. Overall it's been a real blast making this mod, it taught me a lot and really made me feel part of a community (which I'll remain, I hope, just not with this particular project)
  18. At the very least, it shouldn't be worse As long as you do it politely I (personally, not as a CKAN contributor) have been bothering half the forum with this, I think And I was even worse when KS came out... *shrugs*
  19. Hey Paul, I really need to thank you: you made KSP fun for me again! I hadn't played in months, and lately I can't walk away from the screen anymore
  20. Hey there 1) The GUI is currently enabled only in the experimental release: it's still somewhat glitchy and thus it's disabled in the stable release. Download the unstable release if you'd like to use the GUI (but remember, it's unstable). 2) The problem with Curse is that it does not give us an API that we can use to gather information automatically. For KS releases, we can write a file like this one and a bot will automatically go to kerbalstuff, find the missing information, and expand it to this one. The beauty of this system is that humans only write the file once (the first one) and then never have to touch it again: a bot can automatically find new releases and update the info as needed. Curse, on the other hand, has no API: this does not make it absolutely impossible to add a Curse mod to CKAN, just very inconvenient. In fact, there are already some mods that are downloaded from curse (example), but if a new release comes out, it won't be available via CKAN until a human notices and updates the metadata.
  21. Ippo

    How to Linux?

    Personally I discourage you from doin this: you said you don't know the risks, which in turn means that if something goes wrong you are going to have a really really bad time. there is the potential to mess with your pc in very nasty ways that are not easily solved without reinstalling stuff and losing data.
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