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Ippo

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Everything posted by Ippo

  1. Why would it? I use asparagus staging in FAR all the time with no issues, and I'd be surprised if the new stock aero was less forgiving than FAR... As long as you keep your rocket symmetric across all staging events, you won't have any issue. ... unless you are referring to the need for asparagus staging, given we'll need less dV to orbit?
  2. The mod is loaded and seems to be working fine. I guess you are just very lucky...
  3. My favourite bug is: 1) Circularize orbit 2) timewarp a bit 3) surprise 10km Pe and reentry 4) reload quicksave, orbit now has a different inclination
  4. You are not OP with NEAR, you are UP in stock
  5. Yes, you should. The warning is coming from some mod, not KSP itself. However, you should be aware that the 64 bits build of KSP is extremely unstable, even without mods. In fact, career mode won't even work properly (again, even without mods) since you start with all the buildings already unlocked. The win64 build could work for you, or most likely it might not. Just don't use it - it's a lot safer.
  6. Not possible, period. The only way is to remove it and reinstall via ckan.
  7. Hi, you can enable manual failures using the interface in the space centre screen. You cannot disable random failures completely, but you sort of can if you go to the configs and change both MTBF and lifetime to something ridiculous - like 1 billion hours or so.
  8. Yeah, as I said I don't like the contracts system at all. I don't use any strategy and the only contracts I can stand are the satellite deployments, so it makes sense for MY play-style.
  9. Hi, CKAN will pick up the new version automatically when TaranisElsu finds the time to update it. No need to ask him, he doesn't need to do anything
  10. You know, this is actually a pretty cool idea Not sure how easy it is to implement though, but let's see if you can convince Coffeeman Hi, yes, there's an incompatibility with MC2, or to be precise, it appears to be with the Eva Resource Transfer mod by marce (that, if I understand correctly, is bundled with MC2). No solution yet, sorry :/ Actually it already does: intelligent kerbals use less resources while repairing (on average) and are also more likely to have some training when you hire them, and the opposite is true for stupid kerbals. Nothing else at the moment. The stock experience system is not supported yet. Well, we don't have an in-game slider yet, but you can edit the configs to tune the frequency to your taste. Also, you can enable manual failures if you want to trigger them at a specific moment Hi, I've seen you've already found the issue but I still want to thank you. I had never seen a youtube bug report... but I can only hope to see more! 8/8 amazing user That's by design. However you can change it by editing the flow mode of the resource (it's defined in the community resource pack config). I advise you to also use an apollo style lander with an action group for an emergency ditching of the lander stage to use the ascent stage as a lifeboat (spoiler: it wont' do you any good if the ascent stage fails too).
  11. Hi! Yes, it means incompatible with your version of KSP. And by the way, TACLS hasn't been updated yet: there's only a quick fix that the author does not consider stable. As soon as TaranisElsu is able to make a release, our bots will know You are not seeing US TAC because it depends on TACLS: since TACLS cannot be installed on 0.90, ckan won't let you install US-TAC either since it cannot satisfy all the dependencies. It selects all the mods that have an update available, so you can update everything in a couple of clicks. Not yet (but we'd like to have it). This sounds like a *serious* bug: would you mind dropping us a bug report? No, there's no intent to support mods that are not indexed. If you see a mod that is not indexed and want it to be available, you can add it to the index! I suspect it was the same issue as TACLS: B9 did not have a 0.90 release until some hours ago, therefore ckan did not show it. Hi, we are aware of the issue and we are working with snjo to solve it. - - - Updated - - - Hi, yes, they had the same display name. I fixed it in the metadata, should be good now That's strange: investigating. Hey GregroxMun, are you still having this problem? Hi! Again, this sounds like a serious issue, would you mind dropping us a detailed bug report?
  12. Give it some minutes to get comfortable on the new server, at least
  13. I think it's because I also had to update the .version on github. Try again now, I *think* it should be fixed. Well, I have big, big plans about this. But it's waaaay too early for an announcement. Short teaser: a big overhaul of the game using mods (and some modded mods). Stay tuned (but no hype, it will take me months to find the time to do it).
  14. This is what happens with I forget to switch to release before compiling. They just print debug info meant for me in KSP's log. Nothing to worry about.
  15. Hi, I'm sorry but no. There's no plan to ever give full support to mods installed manually - it would be an endless can of worms that we are not really interested in opening
  16. Yep, sorry about that Let me warn everyone that we are currently working on a *huge* repo restructuring and this might get a little weird on the repo. The current clients should not be affected (the metadata repositories are not being touched), but we might be a little busy moving issues and adjusting the wiki
  17. Hi! Well, everyone can be a package maintainer, in fact we'd love to see more contributors join us! Just pop us some pull requests with the metadata you want to see added or updated Currently there's no way to force ckan to install incompatible packages, except for some "hackish" way that are better left somewhat hidden We are not planning to support partial mods, since basically we want the client to install exactly what (and how) the author intended.
  18. You are right, it does: however, curse, KS, github and the forum all have the 6.3.5 release at this moment, unless I'm dumb. Could you please link me the 7.0 release? You are both hitting this bug, I'm afraid. Fix coming soon. Uh, a translation might help me a little However this appears to be an error in a metadata file: what were you trying to install? We need to fix that asap. Auto-Detected
  19. That's what I suspected when I saw the error Don't worry though, it's not your fault: there has been a mistake on our side. And this is why we are so firmly against changing the identifier of a mod...
  20. Hi there Well, if you are on windows you already have .NET installed by default. I also hear that Ubuntu now ships with mono by default. Not sure about OSX, but it's still about 30MB That being said, we'd *love* to see other clients, everything's open source Usually very little, or not at all. The mod itself does not need any recompile: ckan just grabs the zip and installs it like a user would. There are some cases where the metadata needs some special care to write, but we try to do it without bothering the author. In the majority of cases, the author doesn't need to do anything, we handle everything for them
  21. Hey Tmike, there's now a mod called background processing that would enable Dang It to run updates on non-active vessels, so in the future it's definitely a possibility. Procedural tanks is strange in the sense that its tanks are not really tanks: their .cfg doesn't contain any resource but it gets added at runtime and Dang It can't detect that (yet). FAR is a similar issue: it removes the stock ModuleControlSurface and replaces it with its own, so it needs special code to handle (and we had that for a while, but it sucked). I agree that part testing would be cool to add, if someone ever finds out how that'd be cool to have
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