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Everything posted by KaiserSoze
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[1.3.0] Filter Extensions 3.0.4 (Jul 11)
KaiserSoze replied to Crzyrndm's topic in KSP1 Mod Releases
Hi, as usual with every new update I'm back with new icons for my new set of mods. (This is something I do while I wait for all my mods to ctach with the new update: try new ones and update icons and some MM to my personal taste). Expect a pull request soon. I've noticed that you now uses png AND dds files. Do you want me to convert icons to DDS?, if so..do you know some tool to make this for all at once? (it's rather annoying to do it one by one) -
[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
KaiserSoze replied to Papa_Joe's topic in KSP1 Mod Releases
I will do. The explanation will be quite simple: to provide connectivity for parts that either allow kerbals to staty (cabins, etc) or pass (docking ports). -
[1.1.1] [FINAL UPDATE CactEye Telescopes Continued 7.1.0
KaiserSoze replied to Angelo Kerman's topic in KSP1 Mod Releases
Hi, How is your progress with the update for 1.1?, Could you have a look at how much work is going to take? -
[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
KaiserSoze replied to Papa_Joe's topic in KSP1 Mod Releases
Thank you for the update. I have one question. I usually have a lot of mods, and I use to have MM files to add CLS to parts for those mods. Should I make a pull request for those files?, right now I have one for MK2 extension, but this number can be increased as I add more mods to my install -
[1.1.1] [FINAL UPDATE CactEye Telescopes Continued 7.1.0
KaiserSoze replied to Angelo Kerman's topic in KSP1 Mod Releases
Contract done (work with 1.05 but once you update this for 1.1 it should also work in 1.1, since contract configurator cfg have not changed, UNLESS you change the name of part modules/experiments) You have the pull request to merge. I have not tested in a proper game (too slow) so I cheated like hell to get the contracts for almost every stellar body. I do not foresee any problem with this, but I mention just in case. Tested with stock, OPM (with and without sigma binary) and with RSS. Contract are generated without any special issue (no longer the orbit required for the telescopy should be beyond the moon). It should work with any mod that created a solar system similar to them (Homeworld with moon not too far away from the sun) Knows issues: mods that uses sigma binary may generate strange missions, since technically both bodies are moon (instead of one planet and one moon). This may result of a contract for the planet that is treated a s moon of the binary system. This is avoided in case of Plock-Karen and for Pluto-Charon, but since the exception has to be made manually it may produce strange contract for other planetary mods (the contract should work fine, it's just the name). Also mods that changes Kerbin (homeworld) to be the moon of another giant could produce funny contracts or result in stopping the contract from being produced at all: Right now first contract after putting telescope in orbit will always be to take pictures of one of the moons. So if there is no moon it will never generate more contracts. I do not see any workaround if a want the first contact to be for with local moons. And I DO want that. Many mods that create other system respect this, so I do not foresee many problems. Finally one doubt. I was tempted to add contract to put the telescopy in orbit around other bodies, mainly the sun, but I didn't do it, so for launching the telescopy there is only one contract (near Kerbin/Earth) -
[1.1.1] [FINAL UPDATE CactEye Telescopes Continued 7.1.0
KaiserSoze replied to Angelo Kerman's topic in KSP1 Mod Releases
Ok. Contracts are fixed on my local copy. I've tested them with stock and OPM and they seem to work fine. Still need to test them with RSS but I do not foresee any problem (when I said tested it means that I cheated so I get the contracts, but I think they should work fine in a proper game). Since I'm not english speaker myself I'm leaving here the texts for all the possible contracts so they can be reviewed and fixed: Yes, contracts are sequential. First you need to put do the one to put telescope in orbit, then for at least one moon, then do a few contract for inner planets, then for outer planets and finally receive contracts for any celestial body. How do I do send the contracts, should I create a fork add them and then make a pull in github? As I said I'm only waiting to make some test with RSS (and someone to check my english), but it should be finished really soon -
[1.1.1] [FINAL UPDATE CactEye Telescopes Continued 7.1.0
KaiserSoze replied to Angelo Kerman's topic in KSP1 Mod Releases
Good. I will have a look at the contract as they are in 1.05 with a clean install (except for the minimum mods) and try to get ig working. I think contract configurator still acepts the same cfgs in 1.1 version (with maybe more options). I'll let you know if I'm sucessful. EDIT: I just had a quick look at contracts. It seems that I will be able to make it work and avoid those strange orbits and also add contract for all planets/moons even for RSS and OPM However english is not my native language, so some texts could be...strange ;). -
[1.1.1] [FINAL UPDATE CactEye Telescopes Continued 7.1.0
KaiserSoze replied to Angelo Kerman's topic in KSP1 Mod Releases
Hi, I did once one extension for contract to adapt remotetech to OPM (and by extension to any mod that changed the planetary systems). If you want I can do something similar here and help you with contracts for 1.1 that could interact with OPM (or any other mod that changes the number of planets) In the end the original one got adapted to it and my changes were no longer needed I'm more or less waiting to all my mods to get updated for 1.1 and this small changes are something that I will do for my self anyway. I have a lot of mods and I always have a KaiserMM folder to adapt thing to my test. Mainly to make my set of to interact fine between them: Realchutes, CLS and OPM have the mayor issues with interactions with other mods for me. If you are already thinking in making updated I may help a little. -
Does ANYONE remember the old way to play KSP?
KaiserSoze replied to Yobobhi's topic in KSP1 Discussion
I rememeber crashing all over again while trying to land in the mun. Getting too short on fuel (I always started decelerating waaaaay too soon), then changing something on the ship and trying again. I still remeber the sense of achievement of that first time that I landed. That was waaaaay better than any steam achievement could ever be. -
[1.0.3] Contract Pack: RemoteTech LITE 1.0 (23/06/15)
KaiserSoze replied to KaiserSoze's topic in KSP1 Mod Releases
I could upload ir again if you want, but I thought it became useless. At least for me. My main pupouse was to have remote tech contract with OPM (with all the new planets). As far as I know, the original Remote Tech contract Pack ( My suggestion is try that one and if you still lack something ask me or the original author ( @nightingale ), who os also the author of the contract configurator). -
[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
KaiserSoze replied to nightingale's topic in KSP1 Mod Releases
Works ok. Sorry for the disturbing, not sure what I did this morning (I could swear I updated everything and CKAN was just downloaded for a fresh start) But now it works. CKAN mistery for me. Thanks for the answer and once again sorry for rising alarms.- 557 replies
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
KaiserSoze replied to nightingale's topic in KSP1 Mod Releases
Long time since I've played this. I've seen you have updated the pack so it uses dynamic data instead of static, meaning you now support more mods that change planets, most of them at least. Really good work, apreciate But I'm writing because I have a small problem. In CKAN the latest version is 1.1.3, this is intended? or is just that CKAN has not updated yet to the latest version?- 557 replies
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[1.05] Extensive Engineer Report (v0.5) Available on CKAN
KaiserSoze replied to jkortech's topic in KSP1 Mod Releases
Good to know. If I see something new I'll put an issue there. -
[1.05] Extensive Engineer Report (v0.5) Available on CKAN
KaiserSoze replied to jkortech's topic in KSP1 Mod Releases
Unforntunately it seems the next update has problem with KCT. Both mods catch the build action from editor (this to display a warning KCT to delay construction), and interaction is no good for them. Can you make this part optional or configurable somehow? (it would be ok for me to have a cfg file). -
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
KaiserSoze replied to FreeThinker's topic in KSP1 Mod Releases
Seems to be some kind of problem between last update (1.12) and novapunch un 1.04. K1 tanks in novapunch have decouplers and fuel, but if I use 1.12 they don't work, the decoupler is not shown in staging and when the ship is like the decoupler is active from the start even without touching anything. With 1.11 (even with the warning in KSP 1.04) this doesn't happen. Not 100% sure if this mod, since I have a lot of mods, but so far this seems to be the only incompatibility I have encountered and it is removed if I uninstall this mod (which I don't want to) or I use the old version.- 1,187 replies
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[1.3.0] Filter Extensions 3.0.4 (Jul 11)
KaiserSoze replied to Crzyrndm's topic in KSP1 Mod Releases
Hahahaha. I did not say for credit . I'm just remarking that in order to be in the next package it's you the one who has to do the job of include it and create a new version (which is a work itself) I really prefer to be in the shadows...much more easy and not having to deal with users it's really relaxing. I just send cfg when I feel they are ready, but I love not having to deal with user complain about bugs . Had my ration of that long time with a mod of another game (DoWPro) and I learned . I have a lot of respect for modders who can deal with users like you. I really know what kind of work is that. -
[1.3.0] Filter Extensions 3.0.4 (Jul 11)
KaiserSoze replied to Crzyrndm's topic in KSP1 Mod Releases
I just added cfg for the mods with a lot of parts that I had installed at that time. As you may guess I have installed know your FTP (hence the new icon) and in the next hours probably I will have your Space Y. For FTP I'm not sure it deserves a icon in the main folder (it has a lot of part, but many of them have the same function and I don't want it to become overpopulated), but seeing your Space Y...maybe It deserves the same treatment as MRS so I may create a cfg (or support the inclusion of one if you do it). BTW: don't forget that the author of this mod is Crzyrndm. I just send him my custom cfg and icons, but it's up to him to decide. - - - Updated - - - Don't worry. I've been there . If it's unreadable, don't force it. -
[1.3.0] Filter Extensions 3.0.4 (Jul 11)
KaiserSoze replied to Crzyrndm's topic in KSP1 Mod Releases
I created that icon in my last push, so it's kinda new. regarding how to distribute it I think I like the way contract configurator is done. Maybe a package with just the plugin, another with the cfg and required icons, and another for extra icons (mainly mods / resources / cross sections). However there must be a way to deal with duplicates (mods that include their own icons while there are also in the common icon repository, for instance) - - - Updated - - - not to criticize, but seen that you have a logo for Space Y with a very special Y (modification from a very well known x ) why you didn't choose that in the logo instead or a regular "Y"? -
[1.0.3] Contract Pack: RemoteTech LITE 1.0 (23/06/15)
KaiserSoze replied to KaiserSoze's topic in KSP1 Mod Releases
Yep, thats the idea. However it will not break anything if you use both (on my tests). Also you will never receive more than 3 contracts in total of both (in order to not saturate you). But if you keep the old one you will receive contract for eelo as it was still a planet. I have plans for a better use of the original one because with LITE there are 2 thing that are lost right now. - There are no contracts for a whole planetary system (I think I knwo how to do it, but not sure I want to have contract for a whole planetary system). - Text are VERY generic. I have plans to have some texts to be used if the planet/moon selected is known (by me at least). Once I have it it will use the specific text if its a know (or important) celestial body, and use a generic one if not. Latest version of contract configurator allows to do both things, so I may decide to do it later on. -
[1.0.3] Contract Pack: RemoteTech LITE 1.0 (23/06/15)
KaiserSoze posted a topic in KSP1 Mod Releases
ContractPack-RemoteTech LITE contract Packs for Remote Tech valid for Mods (contract procedurally generated no matter number and name of bodies). I use Remote Tech and contract configurator. Also I use Remote Tech contract Pack. But I also use some other mods that change the number of planets (like OPM) which causes some odd behavior with the contract packs. SI have used the original contract pack as a base but in this pack all the data is dynamically generated using the data in your own install. So it will (should) work no matter the number and name of the planets and moons on your installations. If you use stock probably the original contract pack is better since it has customized data for each planet/moon. But if you have changed your solar system this will create mission based on your planet names and size. It may still need some testing regarding the rewards and I'm still thinking about adding some mission for a complete system (like the Jool system in only one contract) but I hope it works fine. DOWNLOAD Have a network relay on homeworld: Requires 3-4 satellites Have a satellite pointed at (any) moon. Have a network relay on (any) moon. Have a satellite pointed at another planet. Have a satellite pointed at the m oon of another planet Have a network relay on another planet. Have a network relay on the moon of another planet Doesn't start offering relays until a homeworld relay is launched (not necessary to have been done under a contract) Doesn't start offering relays until that body is already pointed by a dish (not necessary to have been done under a contract) Doesn't start pointing moons until their parent planet is pointed (not necessary to have been done under a contract) Doesn't start offering relays networks on moons until their parent is covered by a relay network (not necessary to have been done under a contract) Doesn't start offering contracts for another planets until Long Dishes have been discovered. Doesn't start to offer contract to planet number 6 (Jool in stock) until gigadish are discovered 1.1 Updated minimum coverage and version number 1.0 Initial version Assumptions: It assumes that homeworld is a planet (not a moon). Mods Requierements: Remote Tech http://forum.kerbalspaceprogram.com/threads/83305. Otherwise no contract is offered Contract Configurator http://forum.kerbalspaceprogram.com/threads/101604 at least version 1.1.0 LICENSE: CC-BY-NC-SA-4.0 Credit: nightingale for creating contract configurator and the original remotetech contract pack: http://forum.kerbalspaceprogram.com/threads/106580. If you are using stock that original pack has more detail since its less generic. Remote Tech creators: http://forum.kerbalspaceprogram.com/threads/83305 -
[1.3.0] Filter Extensions 3.0.4 (Jul 11)
KaiserSoze replied to Crzyrndm's topic in KSP1 Mod Releases
Yes, as you have been told I've created a lot of the icon used in this mod. To be honest in many cases I just make modification to existing icon of the defunct partcatalog, or icons in the alternate resource or for the own mod. In other cases icon were purely created by me. Quality is...diverse. It depends a lot if I had something to start with or if depends enterily to me. Original ones are by far the worse ones, specially the old ones since at the beggining I just wanted a few icons for personal use and did'nt care much about quality. Later I was just lazy to make modification and improve them. I mainly work on this while I wait for my mods to be updated -
[1.3.0] Filter Extensions 3.0.4 (Jul 11)
KaiserSoze replied to Crzyrndm's topic in KSP1 Mod Releases
Looks great! -
I wrote a PM about the status of my work with remote tech contract pack. I plan to have this week a functional remote tech contract pack that should work with any mod no matter number, name and size of planets/moon. since it's generic it doesn't have texts specific yet (lost 2 days trying to work with list of strings with contract configurator before I gave up)
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
KaiserSoze replied to nightingale's topic in KSP1 Mod Releases
Thank you. I still have problems but that seems to work Regarding Text Logic, I saw it and will probably use it to some extension, but my main issue is that text is not pure random, It will depend on issues (for instances how many moon does a planet have), so whereas some election will be random other will not, thus the need to have some text selected to use depending on the value of other variables. I will have a more closed look to textLogic, but my fisrt look at it made think that it is usefull but not for my exact intention. Anyway thank you for you help on fixing my mistake and for the advice- 5,225 replies