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Ippo

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Everything posted by Ippo

  1. Texture Replacer has updated to version 1.7.3. The previous one worked, but I thought I'd report it anyway. Same with Auto Asparagus, updated to 0.7.
  2. Also, can we please have KSP-AVC support? It would be just a matter of including a file like this
  3. Actually, would you mind giving it a try anyway for me, and report back? To the best of my knowledge, FAR and NEAR share the same code base, and so I *think* that the wind API is included there too. I'd test it myself, but I'm on my phone right now. Scrap that: NEAR does not include the wind API, as confirmed by ferram to silverfox.
  4. Hey there Since now DangIt! comes with CRP, can I join the club of mods in the OP? Please?
  5. Alpha 4.1 is out! This is a very small update with a couple more fixes that I discovered after release. Specifically, it updates the blacklist for the latest version of MKS, it blacklists IntakeAir from stock, updates Module Manager to 2.5.1. I also baked CompatibilityChecker in the code: don't worry, the mod won't disable itself if you use Win64. But please, if you are using Win64 and have an issue with this mod, please double check before reporting it. This mod spams the log file (A LOT), so if something goes wrong and I didn't spam the log, it's unlikely to be an issue with the mod but rather with x64 itself.
  6. Ninja'd, kinda I had just tried rebuilding it against 0.25: it appears that it works with no change, but of course, an official update is better
  7. UPDATE: since Bahamuto Dynamics is apparently still not compatible with 0.25, I will postpone the test until an update is available for that.
  8. Funny you say this, because while developing this mod I found some little things in squad's code that strongly hint towards the fact that they were considering the idea too. For example, reaction wheels have 3 states: Active, Disabled, and BROKEN. I think they had plans for this (and hope they still have them). By the way, the beta of version 3 is working like a charm for me (and I like it much better than v2 anyway).
  9. Eh, but this time happened at a fairly critical time. I hope I'm not sounding ungrateful, because I'm really not: the service you are doing for the community is stunning, really. For what I've seen, the rest of the community agrees, and I really hope it will get even better
  10. ... How. Also, I see the total number of patches, and of course I have it installed. Sarbian, could I have broken the MM loading? It sounds weird to me :/
  11. I have no idea about that. It's 1:30 am here and I'm going to bed, tomorrow I'll try and see if they are still incompatible.
  12. Thanks! In fact, I've been overwriting it in every update since you included it ^^ The problem is not the pitch, it's the distortion: it sounds metallic and broken. So broken, in fact, that the first time I heard it I actually thought it was a bug with some mod The toggle would be most appreciated
  13. Hey Athlonic, where can I find the old, sane breathing sound? The new one is... well... just no. The oldest KS version already has it :/
  14. Define force fields. What effects should they have?
  15. No dice :/ Also, reading back my post I realized that it was really convoluted (sorry everyone, sometimes my english just derps): what I want is "match any part that has any resource, unless it ONLY has electric charge". So the patch should apply to tanks (LFO), to jet tanks (LF), command pods (MonoProp + EC), but not to batteries (only EC). I think I'll just write my own little class to take care of that in the main menu :/
  16. Hey guys, quick heads-up. You are still bundling MM 2.3.5, maybe it would be best to update it?
  17. I just cloned the 0.25 branch and took it for a quick ride. I haven't tested it very thouroughly, but it looks fine to me
  18. Well, I guess I'll have to write a small class to do my corrections in the main menu then
  19. Why would you even need it? Crew transfer is now possible in stock.
  20. I'm not running RSS anymore for a while. This is a "stock" install (and with "stock" I mean I have more mods than stock files, but neither acts on planets). I installed Better Atmospheres on top of this after I posted, and that's working too (but you'll need to run the game with opengl since ATM is not updated yet).
  21. You'd need to have an insane amount of downloads to gain even a noticeable amount of money. A famous modder I won't name said on the IRC channel that with all the money he made from curse he could have bought about 2 cups of coffee, and he has a *ton* of downloads there. I guess that any amount is better than 0, but still, not a real difference.
  22. It's a matter of personal preference. Many just go with Curse because it's the official repo. Can't argue with that logic to be honest, but others choose kerbalstuff because they want to support the community initiative. Many more just don't care about either and host on github, dropbox, or stuff like that. I have to be honest though: KS has had 2 major blackouts in little over a month. I love it and will keep supporting it, but so far it doesn't have a particularly outstanding service record
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