mgsdk
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Everything posted by mgsdk
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Please supply a copy of registry.json when this happens, it will help with debugging. You can find it in the CKAN folder, which is a sub-folder of the KSP install you are working on. A good suggestion. I don't know if we keep track of user-installed and dependency-installed mods at the moment, so it may not work retroactively.
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If I read the CKAN metadata correctly, the last release was 2.1.
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CKAN should already automatically save a list of all your installed mods to a file called "installed-default.ckan" in the CKAN folder under your KSP directory. Using that file, all the mods can be installed using the command line by "ckan.exe install -c path-to-installed-default.ckan". I don't know if there is a way to do this using the GUI.
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I just tried downloading 4 large part packs into a fresh install to see if I could get the issue to pop up (AIES, FASA, KW and NovaPunch). None of them were hosted on github, and I had no issues getting them down on the latest CKAN version. But then again, I tried the same with a bunch of mods hosted on github without error as well, and I expected that test to crash and burn. I know I've seen the error you mention before, and would love to try and hunt it down. Can you recall what you were trying to install/update the last time you had it?
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CKAN tries to either do all the requested changes or none of them. If a download times out, cannot be located etc. it will roll back whatever changes it made so the state of your KSP GameData folder should be the same as before your started the operation. If the timeout is related to mods hosted on github, I think the limitation is from their side with regards to how many downloads you can perform in a short period of time.
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Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
mgsdk replied to cvod's topic in KSP1 Mod Development
Great seeing a tech tree which starts unmanned, really looking forward to a play-through using this. From a quick test I made I noticed that the procedural fuel tanks are rather high up in the tech tree (At Heavy Fuel Tanks). When I get around to do a game with the tree I'll probably move them to the start node. Their possible sizes scales with tech nodes, so they should be (somewhat) balanced the same as the tanks unlocked prior to this. I also tend to remove a lot of parts I feel are superfluous to reduce clutter, load times and memory usage, and tanks are high on my list when I have the procedural tanks available. All in all this looks great! Keep up the good work.