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Everything posted by Ippo
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I am "a little busy" these days, but I'll see to find a little time to help can you please pm me if I don't report back shortly? I might forget
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Kerbal Stuff, an open-source Space Port replacement
Ippo replied to SirCmpwn's topic in KSP1 Mods Discussions
It is a known issue unfortunately. -
The KRASH Project (on hold, don't post here till further notice)
Ippo replied to Coga19000's topic in KSP1 Mod Development
Almost the same here: I knew C# and had managed some small projects, but nothing like a mod, and definitely never with an audience / users. I had barely heard people talk about git but I had never used any VCS. 6 months later, I can honestly say I really enjoyed all the time I spent cursing over the lack of docs and asking stupid questions on #kspmodders, but the experience has been invaluable. I really urge you to not be discouraged by the feedback we've had here: we really want you to be a modder, and we are just concerned to help you start right. Teams are more a thing for huge mods or experienced developers, but trying to begin with one would likely just be an obstacle. But feel free to come in the #kspmodders channel and ask for help if you are stuck, we are (mostly) nice -
[0.90] CrewFiles: persistence files for individual kerbals (16 dec 2014)
Ippo replied to Ippo's topic in KSP1 Mod Releases
Well, you are gonna like my next project then I'm a little busy IRL, but I hope to start working on it soon. It's also going to replace CrewFiles entirely (since they would share so much duplicate code that it just seems better to me to just add things to CrewFiles and then change its name). -
The KRASH Project (on hold, don't post here till further notice)
Ippo replied to Coga19000's topic in KSP1 Mod Development
Hi Coga, I think you could use some advice. In all honesty, I think you are starting with the wrong foot here. I understand that you want to work in a team, I really do, but since you are so inexperienced (by your own admission), it's just going to be a waste of energies that will divert time from actual learning / working, and just give you more problems than you need to have while you are still trying to begin. Modding this game is hard, because you work at a very low level. In fact, it is an absolute necessity that you know your way around C#, or at least any other object-oriented C-derivative language, if you are going to write even the smallest plugin (and judging from your post, you'll need to): long story short, you will have to study and learn to use some tools. At this stage, managing a team is just going to be a huge PITA: you'll need to define roles, find an agreement on the smallest details of all the work you are doing, and most importantly set up your workflow so that it allows you to work without stepping on each other's toes. This last point is going to be very hard if you are not comfortable with the git workflow on your own. Additionally, working with other beginners is not going to help you: you will both just inconvenience each other's learning. So yeah, my personal suggestion is to drop the "team" idea: it's just going to be a huge overhead that solves a problem you don't have yet. Take a look at FAR, for example: it's one of the biggest mods here, and it has *one* developer, no team. B9 has just 3. I advice you to work on your own for a while until you are comfortable with the process, before you look into having a team. -
The second greatest, maybe (the greatest being, obviously, Robot Unicorn Attack).
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[1.02] Vertical Propulsion Emporium. v0.22b (10th may 2015)
Ippo replied to Kerb-fu's topic in KSP1 Mod Releases
"Well, I suppose if you had a straight stretch of track with a level grade, and you weren't haulin' no cars behind you, and if you can get the fire hot enough, and I'm talkin' about hotter than the blazes of hell and damnation itself... then yes, it might be possible to get her up that fast." -
Nope, not at all besides, I just don't like the idea of repair drones personally, they are a little too much sci-fi for my tastes. I do accept pull requests and forks, however: starting with the next release I'll be using the MIT license P.S: and in the future I'm gonna make an API so that you can make extensions without even have to put a hard reference.
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Thanks, I just replied. I didn't see anything suspicious, everything looks fine with my mod: however, see my email, I have a theory but I need to check the save file too to verify it.
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[Proposal] Open Perks System + Community Perks Pack
Ippo replied to Ippo's topic in KSP1 Mod Development
The problem is that DangIt's system is just not fit to be an API for others to use, therefore this thread. In the future I'm going to convert DangIt to use this instead -
[Proposal] Open Perks System + Community Perks Pack
Ippo replied to Ippo's topic in KSP1 Mod Development
Nope, not that, I'm just a little busy, that's all -
This is very strange: no, there is no seed (well, of course there is, but you know what I mean), I just use the Unity random generator. I'm also pretty sure it's not the force due to the leak since it's not implemented yet I will need to see your log. Are you on win64 by chance? All the weirdest problems have happened on that platform.
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Sorry about pizzas? Why on earth would anyone be sorry about pizza!? An interesting thing from that picture though: it seems to me that the little window with the kerbal's head contains a render of the kerbal, instead of a static picture. If that is true, this would imply that it would also work with TextureReplacer's custom heads. How wrong am I?
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a pizza is leaking cheese!
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For me this can be a good enough middle ground. Personally I'd like to see it come up some times even if you tell it not to show again (say, every 20 or something restarts), but I can live with the current version. Glad to see this P.S: unfortunately I don't think that it will find a very warm welcome, but we are miles away from the initial "block everything at all" release.
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I will see to it tomorrow, or most likely on monday. Let's try not to heat up a discussion that is finally stearing towards reasonable grounds, please. Just use the -force-opengl option and mod win32 to your heart's content.
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So, that's it? Isn't there any way to find a compromise between us and khatharr? Just gg, everyone home?
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[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Ippo replied to sarbian's topic in KSP1 Mod Releases
Try this: @PART [*]:HAS[~CrewCapacity [*]] I can't open ksp to check it right now though, so I haven't tested it. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Ippo replied to ferram4's topic in KSP1 Mod Releases
I suggest you use the opengl solution, you'll be able to save a lot of memory and thus run 32 bit ksp with a lot more mods.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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I don't think anyone has ever made one like that...
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bit.ly is just a url shortener: it would have redirected you to the RO thread, but google seems to have had an argument with that site
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Kerbal Stuff, an open-source Space Port replacement
Ippo replied to SirCmpwn's topic in KSP1 Mods Discussions
So nagging the devs to death really does work after all Thank you! -
To be honest, I'm not thrilled by the idea of working on something that I didn't make because of something that I didn't make, but I guess it beats leaving things as is. That brand of malice has actually been expressed only by me, and no one else (that I recall): so I wouldn't worry too much about retaliation, provided of course that the new version is not completely useless in the eyes of the modders... I'd like to point out that the CC warning *was* the compromise. The alternative being "I'll just lock my mod on that platform", which is a route that some mods have already taken after CC was being ignored. Which is, in turn, the reason why they don't want it to be even more ignorable, because it's already very weak as it is. The point is: I am willing to compromise, but I'm speaking only for myself. Are you willing to compromise with the others?