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Corax

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Everything posted by Corax

  1. Looked inside my download archive directory: $ ls -l ksp-linux-1-0-0.zip -rw-r--r-- 1 corax corax 639125094 2015-04-27 20:45 ksp-linux-1-0-0.zip Happy cake day, KSP!
  2. To be fair, I wouldn't have been aware of it either. Time to check my patch collection, I guess... $ grep -r HAS * | grep '|' All clear. Note this will likely result in false positives, but it provides a quick overview.
  3. I do have it installed, but so far I've only been using the stand-alone instrument–still in early low tech career mode, and I haven't tried it in sand box.
  4. I disagree with "expected", and kind of agree with "not worrying". If not having CC is expected to cause an exception, that should be handled internally and not exposed to end users if there is "nothing to worry about" for them. In a similar spirit, would it be possible to not write tons of debug logs for the release version of CC (or any mod for that matter), or even better, provide an option to turn them off? Every run of KSP generates several megabytes of logs just for CC, all starting with "Debug information for CONTRACT_TYPE 'xyz'". I appreciate the information being there for mod/contract pack authors, but once I am done developing my mod/contract pack, or am simply a user of such, I'd prefer not to have them. Not a pressing issue–it's been that way long enough–but maybe something for some time in the future?
  5. Hmmm don't seem to have that file in my GameData folder It's called GameData/ModuleManager.ConfigCache, just in case it's a matter of proper capitalisation (which it is on non-Windows systems, aka. "the rest of the world" ; ) )
  6. I don't think so. Scatterer might have been suggested by the CKAN, but AFAICT it is not a dependency–meaning it isn't installed automatically, but it is (or should be, I don't use it) supported if you do check the checkbox to install it.
  7. @linuxgurugamer I have been going back and forth whether to suggest exactly that, only to see you yourself have already been considering integrating with Kerbal Alarm Clock. Would that make it a FRF (frequently requested feature)? : )
  8. Given that currently it's the only option for part of your user base, I have to give a big shoutout to the CKAN maintainers @HebaruSan ; )
  9. @dsonbill Indeed unzip complains, it does create the directories, and seems to unpack the files to their relevant locations, but the files are horribly broken. PS.: @Kontiko and fellow Linux users: I have yet to unlock parts to see if it actually works, but it seems as if CKAN managed to install it correctly. Probably using some internal/Mono/DotNet function...
  10. Just a heads up, the link in the OP ends up nowhere. The link in the latest post points to the correct location. Also, I'm seeing an exception from ModuleManager [EXC 16:42:49.582] Add to mod list threw an exception in loading ScrapYard_ContractConfigurator, Version=2.1.0.0, Culture=neutra l, PublicKeyToken=null: System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadEx ception' was thrown. at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at ModuleManager.ModListGenerator.GetAdditionalModsFromStaticMethods (ModuleManager.Logging.IBasicLogger logger) [0x00021] in <6cc6df54448a4c2b97e086234872a67b>:0 which I have to assume comes from ScrapYard, since I don't have ContractConfigurator installed. Thanks for keeping this essential mod alive!
  11. Glad to clear up Linux is not at fault here, and always happy to help out a fellow penguin.
  12. Thanks. I only have Kerbin Side Remastered, which does not have all of the sites the original Kerbinside had, and "only" all-original models too. It does not appear to have a lighthouse, not at that location at least. @Beetlecat might have to look into Kerbin-Side Continued for the models then. Was intentional. Both are out-of-date, so I figured credit where credit is due...
  13. It's been a while, but now I've been playing around a bit with the survey contracts re-enabled and while it is kind-of possible to "cheat" them completed, I have to admit it is neither fun nor satisfying. On the other hand, not having them is really putting me off, for two main reasons: they are providing a steady source of income, both cash and research, and they offer incentives to explore, which in turn adds incentives to design vessels to address some of the challenges, and with that a rat's tail of follow-on implications. Using ContractConfigurator to replace them is not a realistic option, because many of the contract packs rely on the same mechanics that stock contracts do, others that don't are limited in scope, and on top of that, that would introduce CC as a (soft-ish) dependency that can't be relied upon to be kept up to date or even on life support at all. Nice if it works, but what when it just does not. On the third hand, not having everything else (and that includes its science system, stock science just... meh) Kerbalism adds to the game is putting me off just as much. What to do, what to do... Regarding stock(-ish) survey missions and Kerbalism's science–I think what I was trying to say was if Kerbalism couldn't somehow hook into KSP's contract system and send a "science transmitted" event once a certain portion of the corresponding experiment has been run. From what I gather, you guys are in the progress of doing a major rewrite/update/revamp, aren't you? I don't know what exactly that entails, but maybe in the course of it, you could revisit the way stock and Kerbalism science interact; it would help not only with stock contracts, but also contract packs for ContractConfigurator which offer a bit more variety than just going to fixed place A, fixed place B, etc–which are all at the same locations in every save game, for everybody. Once you've seen it, you've seen it. On the other hand, there are still tons of places even on Kerbin I haven't seen, and I'm not even speaking of other planets and moons.
  14. I seem to vaguely remember having seen a lighthouse on the eastern coast of the Island Airfield many many game versions ago. I don't know which mod added it–probably the original KerbinSide or maybe Lack's KSC++, but it could have been any of the many other KK addons. Or maybe I'm just mixing it up with Madame Gina's hotel ; )
  15. You're probably aware of it, but just in case, check that the mods you're using are specifically for 1.7 (or older). KSP 1.8 updated the game's Unity3D engine, which can cause compatibility issues with plugins compiled for 1.8 (or newer) in previous versions of the game, and vice versa.
  16. You could try editing your persistent.sfs and see what happens: CrewRandRCustomParams { VacationScalar = 25 enabled = True AssignCrews = True vacationScalar = 0.25 MinimumVacationDays = 1 MaximumVacationDays = 100 } ...looks pretty self-explanatory. Although having two vacation scalars, one capitalized, the other lower case, look a bit odd to me. My uneducated guess would be one is what is displayed to the user, the other is used to actually calculate stuff–but why that conversion wouldn't take place automatically inside the plugin seems strange. Just in case, I'd set both to the same values, ie. for your idea, it would look something like this: CrewRandRCustomParams { VacationScalar = 300 enabled = True AssignCrews = True vacationScalar = 3.0 MinimumVacationDays = 20 MaximumVacationDays = 1000 } I don't know if that actually works, but I'd say it's worth a try. Just be sure to make a backup copy of your original persistent.sfs file in case it doesn't ; )
  17. Do you expect your current version 2.9.5.0 to work in 1.9? It may be a while before I get to test it (and if so, on 1.9), but no amount of testing is going to make much sense if there are already known issues.
  18. What was? Oh, I see... that I don't see. My browser refuses to load it because the screenshot (I'm guessing you're referring to ) is embedded over HTTP with the rest of the site being accessed via HTTPS.
  19. I was there, trust me. And even before the existence of the awesome CKAN and the dreaded AVC I have somehow managed to stay on top of keeping the (not insignificant number of) mods I use up-to-date. No doubt about that, and it is much appreciated. It really is.
  20. Awesome. This is how it should have been done from the beginning. To this day I'm still wondering how Squad/TT/Unity3D can get away with their borked "opt out" policy.
  21. ARP really should be stock, but it isn't, so a big thank you for keeping it alive! This is my only gripe with Trigger's otherwise awesome mods. I'd much prefer this to be disabled by default, and only optionally check after the user has decided to allow it. I think the GDPR would agree. Any chance you could alter this behaviour to be more privacy conscious? I know "issuing an HTTP GET - and sending no data" sounds inconspicuous, but I don't particularly like giving Google yet another data point of tracking my IP every day.
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