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Posts posted by Ippo
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Why you not add a column called "Compatible with" where every author can insert the compatible version of Ksp?
CKAN auto-detects the version of KSP you are using and only shows the mods that are compatible with it.
The metadata already contains the compatibility info for each mod
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I can see some log messages related to DangIt! and I can trigger manual failures
Then they are working. Enjoy the suspense
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Is that required? I don't see it listed in the OP.
Yes, it's required. It's stated in the manual installation instructions, and it's also bundled in the zip file.
By the way, you should really use CKAN
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Woah guys. I don't care for ps4, but chill out, for jeb's sake.
you are acting like they discontinued the game. If somebody wants to play a much more limited game on a much more limited computer, it's their problem.
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Did you install community resource pack?
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Dang It! Is not a realism mod, it is a difficulty mod.
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Just stopping by to say that with the new repo re-merge, building ckan is a breeze (in fact, you just run "make" and you are done).
OCD-pleasure aside, what this means is that finally it should be super-easy to get CKAN to build into a proper debian-compliant package... which pretty much means that I should be able to finally make our own PPA
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who won ... Who's next ... You decide!
eeeeeeeeepic...
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Is there a canonical list of licenses somewhere that CKAN accepts?
Yep! You can find it here
KS likes to have a freeform license field for the moment (and I'm guessing for the foreseeable future).
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Octopus salad, to anger the Kraken.
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I was another victim of faulty re-installs trough CKAN. I have described everything in SETIctt thread where I was reported bug for first time.
Don't get me wrong, I will continue to use CKAN, but I think that people should be more aware how CKAN works. If you unintsall something trough CKAN and CKAN reports that folder is not empty, it should be done trough more noticable way. I mean, CKAN reports it in that text box, but lot of users will just ignore warning and continue to play game until they encounter some nasty bug and have to chase down trough each mod to find out reason for issue.
It could be a better if there is option to force deleting mod folder, even if something is detected inside that was not there in first place. Usualy it is some kind of config file that is created only when you start game with that mod installed. That option should be turned off, by default, but for those who knows what they doing could be available to turn it on. Or, when it is detected that folder is not empty, to ask user if he want to delete it anyway, with big warning text on screen.
Personally I'm more a fan of a more radical approach, original proposed by ferram4.
If your mod creates files, then it's not fully ckan-compatible. End of story. It's a little radical, I know, but...
I will use this occasion to forward my agenda of seeing an "uninstall" stanza join the spec to allow for the removal of created files
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400K (hardcoded, which I agree is terrible).
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Not anymore. Manual installation is deprecated in favour of ckan. Glad we figured it out
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I don't get any logs for the game because it doesn't crash. It just doesn't let me take out spares. Do I need to do something before launch? I'm playing on science mode.
Well, the log is always there even if the game does not crash. But judging from the picture, you did not install Community Resource Pack.
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Hi; I'm having an issue with spares in this mod. My engine's inspection states "Time to get a new one" but I can't repair it because clicking the "Take Spares" button on the command module doesn't do anything. The kerbal in question is an engineer, and whenever I click "replace -------", it says "you need - spares to maintain this". Is this a mod issue or am I doing it wrong?
We are going to see the log for this.
Is it possible that you add failures for non-active Vessel somehow?This would add a challenge for players that play with mods like RemoteTech, as they must keep their satellites working.
It's long planned, and not trivial. One day
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Okay, getting people messaging and emailing me upset because Kerbal Stuff doesn't accept craft files. Discuss.
Craft files belong on KerbalX (which is also much more suited for the task).
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Sweet! If I come to mexico, can we jump/fall out of a plane together? Pretty please?
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Unfortunately no: you can only specify one trait and you must set its level. We could implement the second part (i.e, any trait with that level) but as far as I know the stock XP system allows only one trait per kerbal.
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i need some help. i dont see a dangit! symbol in any view but the space center. thus i can't train my crew.
i tried to reinstall and checked some videos and the manual. there should be another button but it just wont show up.
i am using the latest 0.6.1 build via CKAN, the toolbar mod and a bunch of other mods (none of the incompatible ones mentioned at the first page) but since the mod is working properly in all other aspects i am really clueless now.
any hints?
It looks like someone has completely forgotten about the wiki and hasn't updated it to reflect the new version...
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How does this mod interact with Kerbal Construction Time?
I have no idea
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Readers there, are replying with the inevitable "Why didn't you pick my favorite mod?!"
I am absolutely fine with their choice of mods. Also this statement has no conflict of interests whatsoever
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is there a Mac version? if no, will there ever be a mac version?
the same file works on all platforms, including mac.
Check the wiki for platform specific instructions (you will need to make sure you have Mono installed)
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You absolutely did not
A huge factor in the original design of ckan was making our data available for other applications. Sadly, no one has used the opportunity yet, but this would be a great start! All the metadata is public domain, so we encourage every use of it, and we are available for help if you need it
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CKAN supports a "conflicts" relationship for incompatible mods, and an optional "supports" relationship that is there exactly to do what the OP wiuld like. It seems few mods use it, though.
KSP has officially landed me a job!
in The Lounge
Posted
So, about 1 year and a half ago I read an xkcd comic mentioning KSP.
First I started playing, then I decided to start modding it, I eventually contributed to the CKAN, and all this code ended up on my CV... and starting from today, I'm officially a software developer
So a huge thank you to Harv and all the KSP team (and the CKAN team too)!