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Everything posted by Ippo
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Are you married? If not, do you wanna be? *squees*
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Ell's Ultimate HardKore Challenge
Ippo replied to ellbristow's topic in KSP1 Challenges & Mission ideas
Hey guys, DonLorenzo linked me his videos and I thought I'd drop by and ask around how's it going for you with my mod. I am badly in need of balancing advice Also I'd like to point out an exploit: right now, DangIt can't cause any failure on unloaded ships, so you can cheat the rules by watching the ship fly from the tracking station and you become basically invulnerable. Unfortunately KSP's API doesn't allow me to run my code if the ship is unloaded. I have some ideas for a workaround, but don't expect it any time soon. Sorry to disappoint, but I haven't added antennas failures (yet... muahaha). -
I was watching the second video, and the part from 30 to 34 minutes is terrifying :S Failures just aren't supposed to be this frequent - although I have to say that you have been extremely unlucky, in my current save I had ONE leak, period (although I haven't gone interplanetary yet). Anyway, thanks for your feedback P.S: I forgot to add one small correction. When you said "they are supposed to last for years", you are half right - they are supposed to decay in years, but the reliability can still be terrible. For example, lights, that are the less reliable part, but they decay very very slowly.
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Exactly: specifically, I just add a new resource to the part of the EVA kerbal (see here for details), but the resource is set to no transfer. That might be a problem for your manufacturing, since I guess you'll be using a RequestResource to move the parts around. If you find a quick workaround, great, otherwise don't sweat it, it's not a big deal for me if we gain in compatibility and standardization. It's even more punishing than the values I chose! Great This sounds really awesome MKS is really fantastic, although I dropped it temporarily because better atmospheres is crashy enough for me without MKS on the side. I'll re-add it as soon as I switch to linux The idea was to force them to move them manually on EVA, but as I said above, I'm more than willing to drop this if it means integrating with CRP and MKS.
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Here it is Sure! I love the idea behind CRP, and I'll be damned if I don't support it when I have the chance. Just one thing: is it a necessity for MKS to have them pumpable? You will notice that I set mine to no flow, because this is a mod designed to inconvenience the user and so I took all the opportunities I had to make them uncomfortable. I'd like to keep them non transferrable, unless it's necessary for you to transfer them. I'll poke you on IRC, I'll have to ask you what I need to do on my end Yeah, possibly. Not a huge fan of multiple downloads, but I guess a backup won't hurt They have all been pulled out of my aft section and needed to be revisited anyway, so no worries here
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I see that Nifty seems to be busy. Hoping that he doesn't mind my intrusion, I'll answer. Kerbal Mechanics detects all the various ways a part can fail at the beginning of the flight, and this makes it work for every part. As far as this mod is concerned, part packs like KW are no different from stock. So yeah, it already works with part mods, and (barring changes in KSP'S API) should continue to work in any foreseeable future
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No connection with RemoteTech 2
Ippo replied to Ippo's topic in KSP1 Technical Support (PC, modded installs)
I know, that's why it's weird. Both vessels had a dish pointed at each other, they were in range, they were not eclipsed, the relay had a connection to the KSC and both had enough power. I ended up rage-terminating the probe. -
Hi everyone, I may be doing something wrong with RT2 but I have no idea why. I have a relay satellite high in polar orbit. The relay is always connected to the KSC (well, to another geostationary satellite to be precise) and has a KR-14, which according to the description should go as far out as duna. I then sent a probe out in space. It has a KR 14 too and it is pointed right at the relay satellite, which is also pointed at the probe, but I don't get any connection. Am I doing something wrong?
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How many modulemanager patches does your install have?
Ippo replied to John FX's topic in KSP1 Mods Discussions
Damn, you beat my record :/ -
How many modulemanager patches does your install have?
Ippo replied to John FX's topic in KSP1 Mods Discussions
How much you like the stock game - the more patches you have, the less you like stock. -
How many modulemanager patches does your install have?
Ippo replied to John FX's topic in KSP1 Mods Discussions
"Some" (There's one mod that has to put 2 patches for every part, literally: when I also had MKS/OKS, it was a little over 2200 patches applied) -
Version issues with interface dll
Ippo replied to Ippo's topic in KSP1 C# Plugin Development Help and Support
After sleeping it off, I realized it was a lot simpler than I thought (conversely, I am much dumber than I thought). For some reason I cannot really understand, old me decided it was a good idea to have VS use the automatic version number for both the core and the interface, even though the interface didn't change at all between builds. Guess what? Just switching to manual version numbers has solved the issue. Well, kind of, since it would still happen should the interface change, but that's going to happen a lot more rarely and that gives me a lot of time to understand how KAE solves it -
You need to add KSPFields in your PartModule class. Let me point you to an excerpt from my code (read: I'm too lazy to type right now): you need to mark the fields you want to load with the KSPField attribute. They must have the same exact name you gave them in the cfg file and they will be loaded automatically when the module is restored from the save file. Also, you can't use double, you must use float instead (double fields are not supported by KSPField for some reason). Alternatively, you can always load them manually during OnLoad.
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Version issues with interface dll
Ippo posted a topic in KSP1 C# Plugin Development Help and Support
Hello everyone, I am making a plugin that is supposed to work as an API for other modders. The plugin is separated in two different assemblies: the core assembly contains the actual code that needs to run (it is a ScenarioModule) an interface assembly that contains the relevant interfaces and a manager class to interact with the core The idea is that a mod that wishes to use this can put a dependency on the interface assembly and it can redistribute it safely: this way the dependency can always be satisfied even when the core is not installed, and we don't have the problem of multiple copies of the core. However, I noticed a problem. The core assembly also depends on the interface (since it must implement those interfaces); if I use the same version of the interface both in the core installation and in the client mod, everything works fine; but if the client mod uses an older version of the interface than the core was built against, then everything falls apart and every attempt to retrieve instances of the types instantiated by the core results in an InvalidCastException. Does anybody know what I'm doing wrong (also, I hope that was understandable)? -
I think he expected to break it in the same way Danny did, not in a completely different way. I wonder in what other ways that thing can break the game...
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[WIP] [Dev thread] Dang it! A random failures mod
Ippo replied to Ippo's topic in KSP1 Mod Development
Hey everyone, I need some feedback about balancing So, I need to set how much it will cost to train an old kerbal new tricks: I have taken this as a starting point: TRAINING { // Cost of training (science:funds) Unskilled = 10:10000 Normal = 50:50000 Skilled = 150:150000 } Each line is the cost in science and funds that you will have to pay to train him from the previous level. You can't skip levels, but have to get through all of them serially: this means that to go from Untrained to Skilled, you will have to shell out 10 + 50 + 150 = 210 science points 10k + 50k + 150k = 210k funds I'd like some feedback about the values. Please keep in mind that they are supposed to be *VERY* expensive, to make sure that a Skilled astronaut is a real investment. ~200 science points seems fair in my experience, with the absurd overflow of science that we have. I have no idea about funds though: I can't stand the contracts as they are right now and thus I never played a career, I'm not sure how much it is. P.S: I am also happy to announce that I have officially completed* the perk system! * May contain unknown amount of bugs. -
Aww yisss!
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Thanks! Now I know I won't waste my time Yeah, that's why I want it on linux: Better Atmospheres + MKS / OKS => random crashes from time to time, at least for me. Eh, that's ok, english is not my native language (and I think it shows from time to time), but I have no problem with it (in fact, I routinely install everything in english when given the choice). <noobness>Ahem... what does left alt do in the VAB?</noobness>