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Ippo

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Everything posted by Ippo

  1. I'd just like to object this statement. A work is done when it's done, not after a reasonably long time.
  2. Engineers in stock can fix the little things like popped wheels and broken solar panels, and not much else.
  3. Actually, judging from the curvature of the planet at that height, I think he only meant cosmetically. That screenshot is either Astronomer's Pack or the Renaissance compilation, not sure which. Also, duplicate thread.
  4. Eheh Trust me, just go ahead and do it. It's totally different from what you'd expect: the clouds from above are the most beautiful things I've ever seen in my life. After the first jumps, you lose the fear and it becomes even relaxing in a catarthic sort of way And yes, I got my AFF license so now I jump solo
  5. <jk>Why not?</jk> Sorry, I had seen science funding in the list and thought you had added it. I guess another mod did it
  6. Well, it should be pretty easy actually. You load a new save, use the debug menu to give you a ludicrous amount of science and you unlock every node Of course, you just unlock the nodes but don't buy the parts: this way you still need to unlock them as you progress, but you don't need science to do this anymore. I guess it could be automated using a plugin, but I don't think I'll have time to look into this before the weekend comes.
  7. Hey man! Glad to see you again! All is... going. Not particularly well to be honest. On the plus side... this
  8. CKAN only shows the mods that are compatible with the version of the KSP install you selected. If you are using KSP 1.0, then all the mods shown are for KSP 1.0; if you are still on KSP 0.90, all the mods shown are for KSP 0.90
  9. Hi Master Tao, sorry to poke you but you forgot to add Dang It to the list of known incompatible mods
  10. Thanks for the love guys, I really really appreciate it
  11. Hi everyone, as anticipated, Dang It! is about to stop using Crew Files as a dependency. Considering that (as far as I know) that was the only mod using this tool, this means that I'm not going to update this mod anymore unless explicitly asked to (and even then, we'll see if I have the time). Good riddance, Crew Files!
  12. Dang It! version 0.5.3 is completely incompatible with KSP 1.0 and will need serious fixing. Science Funding has been updated to version 1.1 for KSP 1.0.
  13. The update is on its way, but it won't be super quick as I want to switch to the stock xp system at the same time.
  14. Dude KSP came out just a couple of hours ago and I work 10 hours shifts in a factory, gimme a break --- Ask and you shall receive: I updated it for 1.0 And now off to bed, it's late here and my phone rings at 5 am.
  15. What we really need is 4chan-style moderation. See example below:
  16. Well, "perfectly good" might be an overstatement Github allows us to separate every issue in its separate thread, has email notifications, the issues can be addressed by code commits directly and we can cross-reference issues, all things that the forum just can't give us.
  17. I'd just like to point out that ckan isn't a mod
  18. If it happened, it would be absolutely legal and understandable (although a real PITA). Software development is a lot of work: if one wishes to get paid for it, he/she has a point. Not saying that it would be a good business model, I'm just saying that it's understandable. Now, what skyrim mods are gonna be paid? As a skyrim player, I'm worried.
  19. Well, C# supports default arguments so it's totally possible that the new argument has a default value and thus the code still runs fine. Uhm, OP is from 2nd January 2014.
  20. By the way, does anybody know how this behaves in 0.90? I never checked it out (heck, I haven't even *played* since 0.90 was released). Not sure if it still works with the new glow shader.
  21. I'll take this chance to remind everyone that ckan supports metapackages, which are essentially modpacks
  22. There's no other way. However, make sure you remove every mod that depends on those before you remove them. CKAN doesn't play nice with manually installed mods: that's by design and it's not likely to change any time soon. My personal suggestion is to just delete *every* mod and start using ckan from a vanilla install.
  23. Hello everyone! As pjf pointed out before, I've been (slowly and poorly) experimenting with deb packaging for ckan, with the long term goal of making ckan available through the repository system. For the moment I'm still experimenting with the system (a *huge* thank you to Pinkbeast, who tolerated me this afternoon on IRC and helped me a lot): if you are brave and you know what you are doing, I'd like some feedback on the current build. Please note that the versions of ckan and netkan offered through the package are obsolete: they are only meant for testing, for the moment. Please report back! Github issues on the CKAN-deb repo are especially appreciated for this purpose
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