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KSP2 Release Notes
Everything posted by politas
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
politas replied to SuicidalInsanity's topic in KSP1 Mod Releases
Adding an AVC .version file to the Mk2Expansion folder would be a way for you to signal directly to the CKAN robot what KSP versions are supported by each release. Another thing that would make it easier is if you split your Agencies folder off into a separate download, since it is duplicated between Mk2Expansion and StockalikeMiningExpansion. We can fake it, but it's a little awkward.- 1,509 replies
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
politas replied to SuicidalInsanity's topic in KSP1 Mod Releases
I'm working on pointing CKAN to the Github downloads now that KS has gone away.- 1,509 replies
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@CobaltWolf, @AlbertKermin, glad to hear you're moving this to Github. If you include an AVC .version file, CKAN can pick up KSP version compatibility information from that source. Didn't manage to get this added to CKAN before KS went down, so it's in a limbo. I'm happy to fix up the CKAN submission when you get set up on Github. Any chance you could ping me when you get the github release done?
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As long as enough info is given to match up the new hosting with the old, and you keep your versioning consistant, CKAN should be able to pick up the new hosting without any problems for current and future versions. Adjusting old versions to be downloaded from a new host would be more complicated. I suspect trying to run modded old versions of KSP is going to become largely impossible.
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- totm july 2019
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Putting all the parts into a lower level directory would make for much more reliable CKAN installs. I could add install instructions to create a folder and put all the individual part folders into it, but any new parts would not be handled automatically. You don't really need a "GameData" directory below that, though it would make it clearer for users.
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Sorry, I was a bit hasty. I thought TextureReplacer came with a skybox, but since it doesn't your mod should be fine. I might have to make two CKAN entries, one with the skybox EnvMap and one allowing reflections.
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Hi there @Vaporo, you've chosen on Kerbal Stuff to have your mod added to CKAN, but your mod's installation instructions involve deleting files that don't belong to your mod, and CKAN by policy will not do that.
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Oh, if only it were that easy! "Just adjust to the users time as set on their computer" - It sounds like a simple, easy solution, but it never is. I've worked as a network admin for over a decade, and the same old problems keep cropping up, over and over again, every time an operating system upgrades or a new piece of software is released, and all the systems used to let a piece of software know what time it is get broken (especially in client/server situations where the client and server are in different timezones and using different operating systems) I largely blame Microsoft, for making Windows (PC and server!) system clocks run in local time, but it's not all their fault. Ordinal time measurement is probably better, though users are rarely happy with such once you get over about 60 days. Do you start to count in months? How many days are in an ordinal month? Seriously, it's a lot of work, that will create more support hassles down the line, and will be under-appreciated by most users. Yeah, it'd be great, but don't hold your breath. If I was coding CKAN, it would be way down my priority list.
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This does introduce the whole problem of timezones. In which timezone is a mod added to CKAN? How does that compare to a user's local time? It would be quite easy (if timezones were not handled correctly) for a mod to be published the day after it is installed by a given user. And getting timezone support right is a pain in the bum. Even major IT companies fail to get it right sometimes.
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If the KSP version number is changed on KerbalStuff, CKAN will automatically reflect that (and the warning KerbalStuff shows about being an outdated mod will go away, as a bonus). Pushing a new version "for 1.0.5", even if it's the exact same files in the zip, would do that. That said, I've submitted a change, so CKAN should be treating the current release as 1.0.5 compatible soon.
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If craft have vanished, they're probably using parts from a mod you've missed. That's just part of KSP, unfortunately, so unless you have a save file you can revert to after you work out the right mod, you're pretty much screwed. I've had that happen, too. ModuleRCSFX is deprecated under 1.0.5. Have you refreshed your Repositories?
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The Walkabout .netkan hasn't been added to CKAN yet as far as I can tell. I can only think that you did an install from .ckan somehow. EDIT: When you say you submitted a .netkan file, do you mean you checked the CKAN box on KerbalStuff? I can't find a submission for Walkabout other than the KerbalStuff automated one (which is predictably broken).
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So /user/xxxx/desktop/KSP_osx-3CKAN is your newly-downloaded KSP, /user/xxxx/desktop/KSP_osx-3CKAN/Ships/VAB has only the 12 pre-installed .craft files, and /user/xxxx/desktop/KSP_osx-3CKAN/GameData has only the one folder called "Squad"? In that case, I have no idea what's going on. Maybe if you go into File -> Select KSP Install, select the new KSP install, click "Forget", delete any /user/xxxx/desktop/KSP_osx-3CKAN/CKAN folder that exists, then re-add /user/xxxx/desktop/KSP_osx-3CKAN as a new KSP install? EDIT: Oh, one other thing I just thought of. Check the permissions on the KSP install folder. If you don't have write permission, I think you might get those error messages. Sometimes that can happen when Unix-like systems read off an NTFS file system.