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Everything posted by Nils277
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Nils277 replied to Nils277's topic in KSP1 Mod Releases
Thought i fixed that before the release. In the image the crew cabin is highlighted but you say something about the airlock. Are both affected? What do you mean with manifests? -
@metzgerov @MechBFP @pquade This bug should be fixed in the latest 1.6.2 release of KPBS. It was due to the stock Module 'ModuleAnimateGeneric' that animated the light of the central hub but did not find the animation. This for whatever reason messed with the physics. If you still have the problem with KPBS 1.6.2 please let me know.
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I personally wouldn't trust a mod that does not have a thread in this forum. Additionally a thread should have a detailed description (including pictured if possible) and follow all the mod posting rules which includes access to the source code and a valid license. (Pretty much also what you said). When a mod would be a bit fishy it would be reported here pretty fast. Not being very active here before making a mod public is not neccessarily a bad sign. I also only did less than 5-10 Posts here before posting about KPBS. A bad sign however would be when a mod from a very new member sounds 'too good to be true' Most ppl who start modding start simple, e.g. some configs to change a few aspects of parts, add new flags or something like this. I would be careful if there is a mod that promises to do something no other modder was able to achieve until now. When using mods for a while one gets a pretty good feeling what can be achieved and what not. Additionally on Curse, Spacedock and GitHub you can visit the authors profile and see if they either already have another valid mod or contributed something meaningful to other mods(GitHub)
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Nils277 replied to Nils277's topic in KSP1 Mod Releases
@MikeO89 The normal version of the nuclear reactor for KPBS does not even have an efficiency. (Or at least it is not showing anything in that regard) Just tested it and it seems to be working as expected. I need some more informations about that. How does your base look like? (Craft file or screenhot would help). What other mods are you using? Are you using Near Future Electrical by any chance? It has not yet been officially updated to KSP 1.4.+ so there might/will still be bugs. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Nils277 replied to Nils277's topic in KSP1 Mod Releases
Honestly, i don't want to be LinuxGuruGamer right now... -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Nils277 replied to Nils277's topic in KSP1 Mod Releases
Yep: https://forum.kerbalspaceprogram.com/index.php?/topic/173158-k -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Nils277 replied to Nils277's topic in KSP1 Mod Releases
Ahhhw...seriously? Two hours after i make a release for 1.4.1 Squad releases 1.4.2 Bite my shiny metal.....gas compressor -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Nils277 replied to Nils277's topic in KSP1 Mod Releases
@ZoZo That sounds great Of course you can! Questiom is how it can/should be distributed. We can't set KSPs language to Dutch officially so the translated files would have to replace e.g. the normal english text. I would suggest that once the translation is done, it can be distributed as an additional language pack which replaces the english files. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Nils277 replied to Nils277's topic in KSP1 Mod Releases
Update to 1.6.2 Changelog: Download: -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Nils277 replied to Nils277's topic in KSP1 Mod Releases
Thanks. This has been reported before from another user via PM too Already found a fix for that really strange bug. Will make a release once the other loose ends are fixed. -
Really wanted to stay out of this mess but...well With your reasoning all other mods (even the ones with parts only) would also be violating the GPL. Every part file (the *.mu ones) needs the PartTools to be created. Like the "assembly_csharp" the parttools are precompiled and closed source and you need them to create the .mu files. Like you need Visual Studio (or others) and the "assembly_csharp" as tools to create the plugin. Note that the GPL does not differentiate between source code and other things. Your reasoning would be like saying that every project and code that is created with/for e.g. MATLAB Simulink cannot be licensed with the GPL because they need MATLAB Simulink to run. This would also apply to any program written in Visual Studio that uses special functions only available to VS. These programs can still be licensed under the GPL although VS is also not licensed under the GPL. In the case of KSP the "assembly_csharp" is merely a tool (enhancing the instruction set) like the compiler is a tool to create the dll and the parttools are a tool to create and modify the models. To cite the GPL: TLDR; The "assembly_csharp" has to be considered a general-purpose tool in the contect of KSP modding, just like the PartTools. Nobody can expect that a modification or addon specifically written for a program can be generated or used without said program. The "assembly_csharp" is merely used as a tool to compile the work.
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Thanks a lot @Simog will add it to KPBS
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Nils277 replied to Nils277's topic in KSP1 Mod Releases
@Horus can you post a screenshot of your craft? When updating FUR for 1.4.1 i noticed that the wheels do behave differently. The rover tipped over more frequently. I quess they have changed something in the wheels system, most probably the friction. Maybe the friction is different depending on the surface. The landing strip would logically have more friction than the grass. Maybe the wheels are just sliding rather than rolling there -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Nils277 replied to Nils277's topic in KSP1 Mod Releases
For the water drill, are you sure that there is water on the planet? Not all planets have water. So if the Drill shows that there is no water on the planet, this is intended behaviour. You said that some systems do not work. What other systems have problems and what are the problems? I can't find the errors and fix them without more information. You can take a look at the configs for the KPBS/MKS Integration Pack i think it adds modular tanks. On the long run i will have to switch to modular tanks altogether because maintaining countless of different parts with one part for each resource that is added by a mod proves to become quite exhausting Hmm, will have to look at that. Do you have the MKS+KPBS patch installed? If yes you should probably ask in its dedicated thread Thanks, will take a look at it later and also try to find the reason for the big in the Lab. It is planned. Will however take rather months than weeks to finish because wanted to also add specular information and bumpmaps for that. @Apollo13 You mentioned something about a jumping central hub but deleted the post before i was able to answer. Have you solved the problem? What did you have to do, might be good to know of other with that problem appear -
Hmm, good question. I think "Ein beliebiges Bauteil betreten" sounds a bit less casual than "Irgendein verfügbares Bauteil betreten." However both are correct and imply that the player does not have control over what part is chosen.
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JSI Advanced Transparent Pods now got a pull request for [German] it seems that it is also already translated into [Russian] and also has pull requests for [Chinese] and [Spanish]
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Deep Freeze (continued) is now translated into [German]. Pull request is made. Dr Jet's Chop Shop is also available in [German]. A pull request with a fix for the tag should make it available from the next update onwards Airlock Plus does have a [German] translation now too. All mods with invalid language tags which were mentioned some post above have all received a pull request with a fix.
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@cakepie Made a Pull Request on GitHub.
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One very interesting thing i found from SQUAD: https://github.com/KSP-Localization/Squad-Translation In this GitHub repository squad has listed the localization files for all languages. This might be a good place to look up how Squad translated certain things when one wants to stay true to the stock translations. E.g. how they translated "Vessel" is into another language when this language might have more than one word that would fit.
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Sorry, just saw that after posting. Updated the post accordingly Dr. Jet's ChopShop has a german translation now too (should be in the next update, fixed the language tag just now)
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Just cross-checked the german translations. There seem to be some issues with translation: Cryo Engines: wrong Language-Tag: de instead of de-de CommNet Visualization: wrong Language-Tag and texts still in english SCANsat wrong Language-Tag: de instead of de-de Speed Unit Annex wrong Language-Tag: ge instead of de-de Some already have a pull request for german but are not merged yet Cryo Tanks Heat Control Kerbal Atomics Near Future Construction Near Future Electrical Near Future Launch Vehicles Near Future Propulsion Near Future Spacecraft Near Future Solar
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Just created one in the german subforum: German
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Dear Mod Makers, if you want to find a translator for your mod quickly - please just leave a message in English in >this< thread with instructions and feedback. Thanks! KSP unterstützt ab der Version 1.4.0 nun auch offiziell Deutsch.Viele Modder versuchen jetzt auch, ihre Mods in die vier neuen Sprachen und damit auch Deutsch zu übersetzen, um die Mods einem möglichst breitem Publikum zugänglich zu machen. Dafür brauchen sie Eure Hilfe! Dieser Thread soll dazu dienen, die Übersetzung zu koordinieren und den Moddern bei ihrem Unterfangen zu helfen. Internationaler Thread mit Hilfreichen Informationen, Programmen und einer Zusammenfassung: Wie Du helfen kannst: Über die Mods informieren, die eine Übersetzung brauchen Entweder in diesem Thread unter "Mods ohne Übersetzung" Oder im oben verlinkten Thread im Abschnitt: Localization supported; translations needed, wenn dort German auftaucht Hinweis: Es kann sein, dass eine Mod bereits ins Deutsche übersetzt wurde, es aber noch nicht hier oder im internationalen Thread bekannt ist, daher solltest Du am Besten auch die offizielle Seite der Mod überprüfen. Den Entwickler der Mod finden und kontaktieren. Entweder über den Link auf dieser Seite,... über den "offiziellen" Thread der Mod, oder... über die Suche des Forums Den Entwicker entweder im Thread der Mod oder, falls dieser nicht vorhanden ist, per PM darüber informieren, dass Du die Mod übersetzen willst. Das vermeidet, dass Arbeit umsonst gemacht wird weil zwei Leute an der selben Übersetzung arbeiten und nichts voneinander wissen. In diesem Thread darüber informieren, dass die Übersetzung in Arbeit ist Übersetzen! Im internationalen Thread posten, dass die Mod übersetzt wurde. Wenn Du hier als Übersetzer erwähnt werden willst, auch in diesem Thread über die fertiggestellte Übersetzung berichten, Profit! Mods ohne Übersetzung: Astrogator Auto Actions - 17 Zeilen; ~26 Wörter Connected Living Space Contracts Window + (Plus zwei dazugehörige Mods Eins; Zwei) - 66 Zeilen; 190 Wörter Critical Temperature Gauge - 20 Zeilen; ~54 Wörter Easy Vessel Switch Explodium Breathing Engines Filter Extensions - 24 Zeilen Galileo's Planet Pack - 613 Zeilen JSI Advanced Transparent Pods Kerbal Inventory System Kerbal Sports KSP Interstellar Extended Near Future Solar - ~1400 Wörter, 120 Zeilen PicoPort Precise Maneuver Editor Real Agencies Collection Science Relay - 13 Zeilen; 71 Wörter Ship Manifest Stage Color Plugin Stockalike Station Parts Expansion - ~1000 Wörter, 84 Zeilen Suit Refill - 12 Zeilen Surface Experiment Pack - 1398 Zeilen; 17549 Wörter Surface Mounted Stock-Alike Lights For Self-Illumination Tarsier Space Tech Tantares Launch Vehicles Tantares Spacecraft Mods in Bearbeitung ... Bereits übersetze Mods: Action Group Manager Continued @Three_Pounds Airlock Plus @Nils277 Antenna Helper @woeller Cryo Engines @Three_Pounds (falscher Tag: de statt de-de) - Pull Request erstellt Cryo Tanks @Three_Pounds(Pull-Request noch nicht übernommen) CommNet Visualization (falscher Tag, Texte noch auf Englisch) - Pull Request erstellt Community Resource Pack @Three_Pounds Community Tech Tree @Three_Pounds (Pull-Request noch nicht übernommen) DeepFreeze @Nils277 Dr Jet's Chop Shop @Nils277 Feline Utility Rovers @Nils277 Heat Control @Three_Pounds(Pull-Request noch nicht übernommen) Kerbal Atomics @Three_Pounds(Pull-Request noch nicht übernommen) Kerbal Planetary Base System @Nils277 Near Future Construction @Three_Pounds(Pull-Request noch nicht übernommen) Near Future Electrical @Three_Pounds (Pull-Request noch nicht übernommen) Near Future Launch Vehicles @Three_Pounds(Pull-Request noch nicht übernommen) Near Future Propulsion @Three_Pounds(Pull-Request noch nicht übernommen) Near Future Spacecraft @Three_Pounds(Pull-Request noch nicht übernommen) Near Future Solar @Three_Pounds(Pull-Request noch nicht übernommen) Patch Manager @Three_Pounds Rover Science Continued @Three_Pounds SCANsat @h0yer (falscher Tag: de statt de-de) - Pull Request erstellt Speed Unit Annex Toolbar Ps. ich versuche mindestens einmal in der Woche, diesen Thread mit dem internationalen Thread abzugleichen und aktuell zu halten. Pps. wenn Du eine der oben genannten Mods übersetzt hast, aber noch nicht als Übersetzter genannt wirst, einfach hier melden.
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Ist der Patch für 1.4.1 überhaupt noch sinnvoll?
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Sounds good. [Italian] It would however seperate italian from all other languages which are single colored But at the end of the day, its @DMagics decision. There also needs to be a color for french.