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Dazpoet

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Everything posted by Dazpoet

  1. How? Are you on a wednesday currently? afaik it's friday or saturday everywhere in the world right now so a week from wednesday would always turn out to be on april 1st.
  2. Create a third mod called something like "spacetux-core" and have both mods depend on that one while filtering those files from the contract packs. For an example you can look at how e.g. OkramSA/ODFC/SatBatt work together.
  3. Currently on my longest save so far and I'm at year 5-6 or something. Will soon have visited and scanned all celestial bodies and after that this save will have reached its completion. Currently fixing up the mods and extra config files I want for the next save in which I will add Lifesupport, MKS/OKS and Extraplanetary launchpads. I consider each save an iteration towards the goal of finding my own ideal setup of mods for the experience I want. Most restarts are due to me breaking something when trying to get it to behave a way I want. The current one almost got canned when I accidentally started the game while trying out autopruner and lost half of my deep space probe network due to an unfortunate failure in reading comprehension on my part...
  4. You can copy the installed-default.ckan file to take a snapshot of your currently installed mods. Then you may install that on another install of KSP using either the GUI or CLI. More information here https://github.com/KSP-CKAN/CKAN-support/wiki/Sharing-a-modlist-%28metapackages%29
  5. Generally mods are pulled rather quickly and when they fail a check someone fix them manually. As for the mods you list it isn't only the license that prevents them from being added. Some of them require overwriting of files from other mods which isn't supported in CKAN, others depend on mods that are not indexed in CKAN so adding them won't do anything. As for spacetux it baffles me I haven't gotten the .netkan to work yet. I can't even inflate the one in the .zip file but I assume it works for you since the .ckan file appears to have been generated from it?
  6. A good place to start is here https://github.com/KSP-CKAN/CKAN-support/wiki/Adding-a-mod-to-the-CKAN However KS have already added a pull request on your behalf since I assume you choose the CKAN option on there? Here it is https://github.com/KSP-CKAN/NetKAN/pull/841
  7. I prefer DDSLoader since to me it seems to load faster. I'm using autopruner either way so I don't really have a problem with some added manual intervention.
  8. This is a given download in my next career save!
  9. CKAN "lost connection" with all my mods after an unfortunate series of eve... who am I kidding I screwed around with the files to much. This tool just "reconnected" everything it found flawlessly, it did miss some mods but still saved me probably more than half the work! However I'll tell anyone reading this that if you run DDSLoader and have converted everything to .dds you should probably undo that before running the migration tool, I now have a shiny double set of textures for everything since the tool reinstalled the mods and added the files it thought where missing.
  10. Finally got around to writing a small wikientry about metapackages so I'd recommend that you start there for now. https://github.com/KSP-CKAN/CKAN-support/wiki/Sharing-a-modlist-%28metapackages%29 Not sure it's exactly what you want but it should be a start at least
  11. Got a mission to send a station to Jool, it must have 5 kerbals so I decided to send a complete sciencestation in one go. Not sure it'll work yet but I'll see I guess. Still need to attach an antenna, reactor and general docking area. Plan on sending experiments in a seperate package together with a multikerbal return craft. So far the entire thing is just 100 parts and has 6k dv. Will probably gather the RCS blocks with EVA kerbals to reduce partcount and instead add struts using KAS. The whole thing is rather wobbly right now...
  12. I've updated the User guide for installing CKAN on OS X to include the steps in my earlier post. Hope it works.
  13. So this is turning into a real "KEEP IT SIMPLE" solution when I checked the repo files. CKAN attempts to download and cache the mods from Kerbalstuff (true for both Adjustable landing gear and Collision FX) but that site is currently down. Therefore the files won't download and CKAN reports, correctly, that it cannot connect to the server. As a quick test can you attempt to install e.g. Regolith or any of the USI mods (I'm pretty sure regolith is the smallest one). Those are hosted elsewhere and if they install correctly the problem is definetly with Kerbalstuff being down. EDIT: KS is back up and stuff should be working again
  14. Have you managed to run a Refresh or is that the step it's failing on? If you're trying to install a mod (aka Refresh worked and you see a list of mods) can you tell me the name of a mod you're attempting to download?
  15. Could be the problem yes, it seems to work for some people and not for others. Not sure why but sticking the ckan.exe into the KSP directory seems to resolve many of the "mysterious" problems.
  16. Thank you! I'm preparing a new save to play around with and Tweakscale + IR is one of the things I really want. I don't plan on using humongous IR parts, just want them 1 size larger than they are now, so I'm hoping I won't have problems with very large nodes Saving the MM patch for future use
  17. So the program do start at times or never? Just to give everything a clean slate and eliminate as many problems as possible. Go into the KSP directory and remove the CKAN folder, put the ckan.exe (latest version, 1.6.5 at the time of this post) inside the KSP directory and start it from there. If the GUI shows up but can't find a repository then click on Settings -> CKAN-settings->Click on "New" under repositories->choose the Amsterdam mirror->Try to refresh again.
  18. I assume that you run the latest version of OS X and that your standard download folder is Downloads. Have you installed the latest release of Mono? http://www.mono-project.com/download/#download-mac <--download and click the file and then accept terms etc to get it. Have you downloaded the latest release of ckan? https://github.com/KSP-CKAN/CKAN/releases <--download the ckan.exe If you have not already done the 2 above steps, do them now. Press Cmd+Space --> Write "Terminal" --> Press Enter A terminal window now opens Write "cd Downloads/" and press enter Write "mono ckan.exe" and press enter CKAN should now start, push the "Refresh" button and it connects to the repository to check for the list of mods and then you're good to go.
  19. It feels like anywhere I look I get different answers and they all have different ages so... Does this or does it not work with infernal robotics so I can make the *trons bigger and thereby more stable when adding large loads to them?
  20. I have been trying to find a good way to drop down MFS vehicles, I guess you just solved my problem
  21. I have a question which I'm not sure fits in here but I don't know where to put it so I'll throw it out and see if you can answer it nightingale I _hate_ survey missions with a passion and therefor I plan to change .../GameData/Squad/Contracts/Contracts.cfg Survey { MaximumAvailable = 4 MaximumActive = 8 TrivialWaypoints = 1 SignificantWaypoints = 2 ExceptionalWaypoints = 3 TrivialHomeNearbyChance = 70 SignificantHomeNearbyChance = 35 ExceptionalHomeNearbyChance = 0 TrivialHomeNearbyRange = 2000 SignificantHomeNearbyRange = 4000 ExceptionalHomeNearbyRange = 6000 TrivialRange = 2000 SignificantRange = 4000 ExceptionalRange = 6000 MinimumTriggerRange = 500 MaximumTriggerRange = 15000 MinimumThreshold = 1400 MaximumThreshold = 30000 ThresholdDeviancy = 10 FacilityProgressionFactor = 0.2 Expiration and set maximumavailable to 0. I assume this will make them never appear, anyway that's not my question. By doing this will I in some way ruin anything that contract configurator does or will it and the contract packs keep working normally? Having already corrupted a save earlier by changing stuff I shouldn't have I prefer asking before mucking about to much.
  22. Not sure if it was a stock message but my scienceprobe around Dres said something like "Where you out of interesting places to go?" and another one was along the lines of "Instrumentation must be broken, saying there's a planet here when clearly it's just empty space". No love for Dres
  23. From the start I got it to assemble my own crafts and explore celestial bodies, further down the road I realized how awesome of a tool for understanding orbital mechanics it was as I found myself spending more and more time reading about such things on wikipedia. Nowadays I love career mode and manage my own space agency as good as I can... Yesterday me and another dude hanged out over steam broadcast and tried getting into orbit using only extremely low TWR engines and nuclear reactors... I'd say that goes under it's own category (Pure fun). KSP is no one category of game to me
  24. I always wondered what the big deal with KAC was... after finally making the jump to interplanetary missions I finally understand! This is now in my must have at all times list of mods
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