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oharaandrew314

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Everything posted by oharaandrew314

  1. foonix, Those are all valid concerns, and it will take some thinking and discussing to figure out the best solution. Multiple instances of the Tinker Time is not an option since they will all share the same mod list. I had considered managing multiple installations of KSP, but I'm not sure if I want to manage which installations have which versions of the mod. It's hard enough just figuring out which version of KSP the mod is compatible with. Curse has support for that, but I've seen mod maintainers forget to update the ksp version number before. (remember 0.6 is adding Github support, which has no well-defined convention for marking KSP version supported) Please feel free to contibute to my ticket on Github discussing this feature: https://github.com/oharaandrew314/TinkerTime/issues/62
  2. Hey foonix, I was actually considering adding something very similar called "Mod Profiles". Rather than having multiple instances of the game, Tinker Time would manage multiple sets of mods. For example, when you activate "Profile 1", Tinker Time only enables the set of mods which are part of that profile. When you are in a profile, enabling/disabling mods on your own will update that profile. I could also swap out save files when profiles are switched, but it may be best to just let the user manage their own saves. What do you think of that?
  3. Hey Nunny, I just want to remind you that 0.6 is currently a pre-release prototype. The 0.5 mod list is currently incompatible with 0.6, but I will see if I can get it compatible again by the time of release. Your options are to either: - go back to 0.5 - delete all the TinkerTime mods in KSP, then go to My Documents > Tinker Time, and delete mods.json (resetting your mods list in Tinker Time) If you decide to keep 0.6, I hope you enjoy the new features. Please let me know what you think.
  4. Hi Smilie, I can reproduce your issue. I have a feeling that it has to do with how I construct the download URL from the file name. I will probably have to change the way I get it. Regardless, this mod appears to have a non-standard install. There's no way Tinker Time can properly install it, save for an AI that can read instructions, or manually maintaining a database of custom install scripts.
  5. No it doesn't update itself, but that seems to be a pretty common request. I'll be looking into it.
  6. TinkerTime - Mod Manager The Ultimate Personal Mechanic for your KSP Mods Celebrating 6 000 downloads! Development Status Version 2.0.0 Description Tinker Time is a Mod Manager for Kerbal Space Program that will allow you to automatically update, enable, and disable all of your Curse, Github, and KerbalStuff mods. All you have to do is enter the URL to the mod webpage, and TinkerTime will do the rest of the work for you. Alternatively, you can add local mod zips. Tinker Time will even manage Module Manager for you, providing the latest bleeding-edge builds directly from sarbian! In addition to this, TinkerTime now has full support for multiple KSP installations, and can switch between them on the fly. Downloads http://andrewohara.io/TinkerTime/ https://kerbalstuff.com/mod/243 https://github.com/oharaandrew314/TinkerTime/releases Wiki See the Tinker Time Wiki https://github.com/oharaandrew314/TinkerTime/wiki
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