-
Posts
1,349 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Ippo
-
Just dropping by to say that this still works for me on 0.25.
-
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Ippo replied to TriggerAu's topic in KSP1 Mod Releases
In the meantime, I tested the beta version and that seems to work fine with .25 -
Kerbal Stuff, an open-source Space Port replacement
Ippo replied to SirCmpwn's topic in KSP1 Mods Discussions
Yep, it's down for everyone. -
Official Mod Compatibility Thread for .25
Ippo replied to NathanKell's topic in KSP1 Mods Discussions
Also, Chatterer 0.7.0 seems to be working without recompile. Update: Kerbal Engineer Redux has updated both 0.6 and 1.09 to KSP 0.25. Update: HyperEdit 1.2.4.2 works without recompiling. Update: the BETA of Kerbal Alarm Clock v3 works without recompiling. I don't know about the stable version. Update: Texture Replacer 1.7.1 is still working for me. Final (?) update: Environmental Visual Enhancements 7.4 works partially (no city lights). Better Atmospheres v5 seems to work fine for me. Please note that without Active Texture Manager, it becomes necessary to launch the game using OpenGL, which tanks the AA. -
Just dropping by to say that I just tested this with 0.25 and it appears to work as usual.
-
Official Mod Compatibility Thread for .25
Ippo replied to NathanKell's topic in KSP1 Mods Discussions
AutoAsparagus 0.6 works* for me without recompiling. * or to be precise, it works with the same exact issues it had in 0.24, but it works for the sake of this thread. -
[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
Actually, no. I want to match it if it has at least one resource that isn't ElectricCharge. It's not logically impossible, although it might be in MM. Mmm, ok. So, I guess I could reverse the example to match ONLY batteries, and remove the module that was applied in the previous pass? UPDATE: nope, doesn't seem to work :'( -
[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
Hi guys, I need help with a patch: I want to match all the parts that have any resource other than ElectricCharge. The catch is, I don't want to exclude them if they do. (Basically, I need to select pure batteries). The example in the second post doesn't work for me: in fact, command pods have MonoPropellant AND ElectricCharge, and so they are excluded by that patch. A little help, please? -
Kerbal Stuff, an open-source Space Port replacement
Ippo replied to SirCmpwn's topic in KSP1 Mods Discussions
Because they have a legal contract with Curse, and now they have to. I was surprised they even mentioned it in the other day's post, it's even more than I expected them to do. -
At the moment, there are only 2 perk lines: electrician and mechanic. Of course the plan is to expand the system in the future (I made sure it won't be too much of a pain, code-wise), but I'll need suggestions about that. As for other mods... I really don't know what to advise. I play this game surprisingly little, most of my time is spent trying to stare down the bugs in this mod
-
Official Mod Compatibility Thread for .25
Ippo replied to NathanKell's topic in KSP1 Mods Discussions
I updated both CrewFiles and Dang It! to 0.25 (version 2.0 and 0.4 respectively). Afaik, the previous version of both should still work, but I haven't checked (and I won't). -
And of course, I had screwed up the .version file. There should be 10 people who downloaded 0.4 and have a bad .version file. Also, I think that 1 person has downloaded 0.3.3.1 while I was re-uploading the correct .zip. Sorry!
-
Alpha 4 is now available There we go, 0.25. As promised, the perks system is now implemented: kerbals will need to have the right perks for the stuff they are repairing. Training them is intended to be very expensive, and can only be done when they are at the KSC. Refer to the OP for the full changelog. Also, one of these days I'll get around to writing the wiki, I have a feeling it will be useful from now on...
-
[0.90] CrewFiles: persistence files for individual kerbals (16 dec 2014)
Ippo replied to Ippo's topic in KSP1 Mod Releases
Updated to ksp 0.25 -
No connection with RemoteTech 2
Ippo replied to Ippo's topic in KSP1 Technical Support (PC, modded installs)
No, glad YOU got it -
Thanks, but MeCripp found the problem: I am dumb and forgot to link two satellites. It looked right, but it wasn't
-
No connection with RemoteTech 2
Ippo replied to Ippo's topic in KSP1 Technical Support (PC, modded installs)
I used SelectRoot to make sure the probe core was the root part for both crafts (by the way, how did I even get by without SelectRoot? It is THE essential mod, above all). My savefile would be kinda useless at the moment, since you'd need an insane list of mods to even load it (one of them isn't even released yet, since it's the next version of my stuff and it's not even up for download atm). But thanks for the offer -
No connection with RemoteTech 2
Ippo replied to Ippo's topic in KSP1 Technical Support (PC, modded installs)
You had it right all along dude, the error was between the screen and the chair You were right, the relay satellite had connection only as long as it was active, because someone (me) was totally convinced he had setup the KSO satellite to point at the relay, but I hadn't. So as soon as the relay stopped being the active vessel, the connection noped away. Thanks everyone, I'm dumb -
Hi everyone, I'm having kind of an issue trying to connect a probe to a relay satellite. I detailed the problem in its own thread, specifically this post. Basically, I have a probe connected to my stationary network. I have a relay connected to the network, but as soon as I switch the probe to that relay, I lose connection, although they both have power, they are not eclipsed, are pointed at each other and are well within range. Any suggestion is greatly appreciated. UPDATE: Turns out, I am just bad. The network wasn't setup right, I was missing a connection between two relays.
-
No connection with RemoteTech 2
Ippo replied to Ippo's topic in KSP1 Technical Support (PC, modded installs)
The relay is always connected to the network (check picture 3), it's just hidden when it's not the active vessel. Also, the relay has a dish pointed specifically to the probe (picture 6). -
No connection with RemoteTech 2
Ippo replied to Ippo's topic in KSP1 Technical Support (PC, modded installs)
I took some screenshots and uploaded the album. Everything seems reasonable to me, maybe I'm doing something wrong at some place? Also, one of the two DP10 on the probe got detached because of "aerodynamic stresses" during ascent, but I can't imagine that being the issue, considering that it connects to the KSO satellite just fine. -
Ell's Ultimate HardKore Challenge
Ippo replied to ellbristow's topic in KSP1 Challenges & Mission ideas
EDIT: Somehow, I forgot to mention THE news about the next update. I advise that you don't update to Alpha4, unless you feel like doing some manual save-file editing. The changelog will be pretty big, but the biggest part is the Perks System. Your kerbals will need to be trained and each part will need its own set of perks to be interacted with. If a kerbal is already in flight, say, around Duna, then he will receive a random set of perks that might make him unable to service his ship until he comes back to the KSC to receive some training. I will detail the perk system in the following days, but again: you should really land all your flights before upgrading, and I realize that it's not practical in the middle of a challenge like this. --- Original post --- Well, I have just pushed a new commit with a completely reworked balance. I hope the next one won't be too forgiving, in any case it's everything in the cfg files so you can tweak it to your tastes If you wanna check it out, you find it here. I took a more scientific approach this time, instead of the "make it up at random" method I used the first time. That was an idea I was considering in the early days. In the end, I was advised against it. Also, this is not coming in the future because in a few days I'll be aligning this mod with the Community Resource Pack. This means that there will be only one SpareParts resource shared across all mods that wish to have one: long story short, not only my spare parts will be the same used by MKS, but you will also be able to manufacture more spares on site using MKS So I think that overall the unrealistic model is worth the integration with the rest of the community Yeah, the problem is that some failures just can't happen in the background and go ignored (leaks, specifically). Also, there is no way I can update the age (and thus the failure rate) of an unloaded part. I might be able to abuse the general converters made by TAC or MKS, that are resource converters that work offline, to work around it: unfortunately, it's not coming very soon -
No connection with RemoteTech 2
Ippo replied to Ippo's topic in KSP1 Technical Support (PC, modded installs)
I will make them asap. Anyway, I made sure that they were in each other's sight when I switched (the relay was deep below kerbin at that time). But I was still inside kerbin's SOI when I switched. Besides, the other dish on the relay is pointed directly at the probe, by name. -
No connection with RemoteTech 2
Ippo replied to Ippo's topic in KSP1 Technical Support (PC, modded installs)
Well, happened again. New probe launched with a KR14. Power is not an issue, not is the line of sight. Everything is fine as long as I am targeting the geostationary relay that has a DTS1, but as soon as I switch to the interplanetary relay, no connection. The relay has 2 KR14, one pointed to the active vessel and the other one specifically to the probe, but as soon as I switch to that, I lose connection.