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Everything posted by linuxgurugamer
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Modpacks, should they be banned?
linuxgurugamer replied to sal_vager's topic in KSP1 Mods Discussions
I agree about it being a derived work. One mod I support is EVA Handrails. The author is gone, the license is restrictive. I include the original along with a MM patch that updates it to make it compatible with the current version. It's not a pack, because it's a single mod, with a MM patch, and I release it together as a "Continued" version As a slight aside, while most modders do put the KSP version numbers in the thread titles, what do you think about making that a requirement, or at least a strong suggestion? -
Modpacks, should they be banned?
linuxgurugamer replied to sal_vager's topic in KSP1 Mods Discussions
I'll PM you the links -
Modpacks, should they be banned?
linuxgurugamer replied to sal_vager's topic in KSP1 Mods Discussions
Well, I asked for permission first, because I was aware of the rule and of what I wanted it to do. May even have been you :-) who replied, but that was back on the old forum, I can't find the email. Tell me if you want me to remove them or change the functionality -
Modpacks, should they be banned?
linuxgurugamer replied to sal_vager's topic in KSP1 Mods Discussions
Understood, but what if a mod author wants to make his own modpack, for whatever reason? Maybe I'm being too picky here??? -
Modpacks, should they be banned?
linuxgurugamer replied to sal_vager's topic in KSP1 Mods Discussions
Question about this: I have a mod, Automated Screenshots, which has the ability to save files in other, non-installation directories. I inquired about this rule when I first made the mod, and was told that as long as the default was to be inside the installation directory, and that it had to be explicitly specified, that it was ok. Another mod, TotalTime, also saves a file in a user's home directory, but again, same thing, the user needs to be explicit about it. Can you add some text to the rule to clarify this? -
Modpacks, should they be banned?
linuxgurugamer replied to sal_vager's topic in KSP1 Mods Discussions
Yes, please, it may answer some of the questions Suggestion for a minor change on this one: -
Ok, so I'm going to do a mix of the two: First, a new field will be added, which will be the budgetPeriodsPerYear = 4 I've already updated the first page documentation. Then, there will be a settings page (standard KSP settings) on which you will be able to override the number for the specific game. Right now I've set it to 4 for all governments, but need to review them to see if some make sense to have more or less frequent periods. I'm also adding code to use the correct year length based on the homeworld, so that if you are using this with a planetary pack which changes the year's length, it will still work.
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
linuxgurugamer replied to Probus's topic in KSP1 Mod Releases
Please, could you add FTL Drive Continued? ( http://spacedock.info/mod/835)- 1,028 replies
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Well, if you had permission, in writing from him, then it was an empty threat. That being said, it was still not a nice thing to do. And as a result of mod author input last summer, CKAN does not allow mods to be added without the authors explicit permission. It used to, but enough people made a fuss that it was changed.
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[1.12.x] TAC Self Destruct Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
No, hitting it above impact tolerance will simply do the normal KSP thing. I'll look into the issue about the countdown timer, thanks -
At the moment it happened, did you happen to hit any keys? Question for all other readers: Has anyone else experienced this issue? Please watch the video to see what happens. I'd like you to do another test, please. First, make a full copy of your game directory. Then, see the list of errors below, and fix what you can. Specifically, please remove RasterPropManager, Scatterer and ContractConfigurator, these three have lots of errors which are cluttering up the log For this test, please do the following (going to be two tests here) First, do the same thing, no changes. This is to eliminate the possibility that the three mods you removed have anything to do with it. Second test, repeat the same, although after you undock, use Hyperedit to put the crew capsule into a safe orbit before jumping to the booster stage. I'd like to see if there is any differernce. No need for a video, just the log. I'm wondering if it may be related to the length of time; I've done plenty of tests where the crew capsule crashed and the crew died, but I'm not using a powered landing in my tests, I'm using parachutes. But I've never lost control the way you did. Errors and Updates needed Update BetterTimeWarp, you are running an old version which is throwing nullrefs in orbit. Latest version is 2.3.6.1, you are running 2.3.5.4 I see a number of Exceptions in the log, long before the error you showed: You have at least one bad contract in ContractConfigurator, it's throwing many exceptions. I can point to the following: SAB_InnerPlanetMoon_Relay_Tier1,SAB_InnerPlanet_Relay_Tier2, SAB_OuterPlanetMoon_Relay_Tier1, etc. Scatterer has some exceptions FAR has lots of exceptions JSI has exceptions (RPM) (many more than FAR) Then there are some errors from FinePrint, ExtraplanetaryLaunchpads, ProceduralParts,KSPTOTConnect. All of these occurred long before the bug showed up.
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Question for everybody about the funding periods: State Funding currently works in quarters, in other words, you get your budget 4x/year. I'm working on making that flexible. The easiest for me would be to have the funding periods tied to each government, so that some governments will fund every month, some will fund quarterly, some yearly, etc. Does this make sense, or would you prefer to have a way to specify the funding periods independent of the governments?