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blowfish

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Everything posted by blowfish

  1. Nothing now. Pretty much all of the useful parts of that plugin are stock as of 1.1.
  2. If any of your mods depend on ModuleManager, then CKAN should install it automatically assuming their metadata is set up correctly. CKAN usually doesn't install dependencies from specific mods' downloads, but rather downloads the dependencies separately and installs them.
  3. You have to download the dlls from the respective git repositories directly (probably best to just replace the entire folders in GameData really). But of course, nothing comes with a warranty until there's an official release.
  4. Define "optimized" - to my knowledge, all the textures have been DDS for a few versions of KW. Not completely sure, but I doubt linuxgurugamer modified the assets at all, since that's pretty time consuming and isn't really necessary for repackaging.
  5. Okay, I'll walk you through it. In spoiler tags for those who don't wish to see a long tutorial
  6. Probably just means you don't have the latest InterstellarFuelSwitch.
  7. You heard right. The problem is in generating some cache files which get put in the 64k folder. If those cache files exist already, then it will not try to generate them again (instead just using the existing cache) so you get around the bug.
  8. This is a currently known bug with Kopernicus. It might work if you copy your 64k folder from a 1.0.5 install (but of course using the new version of Kopernicus).
  9. Off-planet sites are not supported (well, definitely not supported for launching, maybe for just existing).
  10. The relevant link says "See the next post." So scroll down, even if the link doesn't take you right there.
  11. Yes. There's an in-game interface that allows you to place and move static objects. I think it's explained in the OP but not 100% sure. You can also create your own models and make them into statics, though that's a little more involved. Kerbal Konstructs and some sort of content pack (if you're not creating your own). Kerbinside is the most popular. Most of the functionality doesn't care what game mode you're in.
  12. I can walk you through creating it. How much about MM patches do you know already?
  13. I find that it will occasionally have saved info from another post I made, and if that's the case then the correct quote often doesn't populate. Always best to check what you quoted. At any rate, I think you can just edit the post to include the correct quote.
  14. Okay, but Kickasskyle hasn't posted in nearly a year and is not maintaining this mod, so it's unclear what "visiting the forum" actually means. At any rate, maybe it would be nice to have the OP updated, but it would require a lot more than just changing the thread title.
  15. Two things here Only the author of the original post or modderators can change the thread title. I don't think Kickasskyle is active anymore, and the original post hasn't been updated for more than a year. This would be actively misleading. The download in the OP (one option for which still points to Kerbalstuff) is not compatible with 1.1. It requires the community fixes. People would inevitably download without the community fixes and it would inevitably break and they would not know why.
  16. You can use whatever approach you want, I was just trying to explain how I designed the default tank types. They're based heavily upon B9's parts, for which there's usually a default tank-less subtype. No one using B9PartSwitch is under any obligation to use this paradigm or use the default tank types. E: However, I could probably come up with some MM to calculate the correct "structural" mass based on the default mass, tank type mass, and volume pretty easily.
  17. ferram4 takes no responsibility for maintaining the metadata. I can tell you that it is in fact broken at this point, but this thread isn't really the place to discuss that.
  18. Nothing right now, but thanks for the offer! Basically all that's left to do now is review and merge the part tags from @sparkybear, and officially release new versions of B9PartSwitch and B9AnimationModules. But it's been a busy week so I may not get to this stuff for a few days.
  19. And ModuleManager. And B9PartSwitch, B9AnimationModules, neither of which have official releases so you have to download the git repositories. If you don't know what you're doing, just wait or stay on 1.0.5 for the time being. Everyone's lives will be easier that way
  20. @V8jester Keep in mind that moving KSP out of the Steam directory doesn't cause it to stop talking to Steam. You can try to purge all the Steam-related parts but it results in a couple of log exceptions because it's built against those libraries. But anyway, way off topic.
  21. I'm not sure. I know that KSP's steam integration doesn't rely on it being in a specific steam-relative path but I'm not sure about other games.
  22. Also, I'd recommend not modding the Steam install. Copy the Kerbal Space Program folder out of Steam and then mod it. That guarantees that Steam won't update it under you and break a bunch of stuff.
  23. @Nertea the idea is that the part's base mass should be recalculated to only include the "structural" mass.
  24. An additional day for each time this is asked.
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