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KSP2 Release Notes
Everything posted by Denko666
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Not abandoned. And it works with 1.4.2. But only with Roverdude's Standalone Alcubierre Drive. Interstellar Warpdrive standalone still needs to be updated, as it is confirmed not to work with KSP 1.4.
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[1.12.x] The 0.35m SSR MicroSat and Airlaunch Vehicle
Denko666 replied to linuxgurugamer's topic in KSP1 Mod Releases
Having tons of fun with this mod and kOS: scripted inflight ssr launch: -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Denko666 replied to politas's topic in KSP1 Mod Releases
a Debian package of CKAN!! Xmas is early this year! -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Denko666 replied to Angelo Kerman's topic in KSP1 Mod Releases
Is there a new KSP version in sight? Or are you done developing your mods? (please don't let it be the latter) Also: what is the proper method of using the Rangeland and Hogan etc...? If i put them on a Saddle, they are too far ff the ground. But they can't be attached to the ground themselves, and they fly off when just dropped and deployed.- 3,523 replies
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Spacedocks come docking ports not included. They do have extra planetary launchpad launchpad modules built in. (when El is installed)
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What mods do you have installed? Can you post your craft file? Can you try by using the download from spacedock.info?
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stock surveying is in one of the equipment attachments. scansat, i'm not sure of; at least there is no MM patch included.
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[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
Denko666 replied to Sophia's topic in KSP1 Mod Development
Reminder -
When i was examining the source code of both Alcubierre Drive and Interstellr WarpDrive, i noticed some definitions have overlapping IDs. Yes the game will load, and you'll be able to launch and all that. But there is no guarantee things will behave like they should. Besides, you cannot use both drives at the same time, unless you fancy a visit from the Kraken. You can safely delete the .zip. It is not used in the mod, but i kept it in there for people who want the old Spacedocks that came with WarpShip before Fendrir made a seperate mod out of them and added updates and upgrades. If you want to use it, you can put the example IXS in your Ships/VAB directory. I haven't had the mod put it there by default simply because i didn't know how. I know how now though, from looking at the CKAN metadata of other mods Should i put it straight into the Ships directory by default? I'll include it next release if i get enough Ayes and not enough Neys .
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Where did you download from? Full version can always be found here: https://spacedock.info/mod/589/IXS-Warpship-OS Update 0.4.0.8 + You can now choose between USI's Alcubierre Drive or Interstellar Warp Drive Standalone (or neither, but not both!) + Fixed Agency Flag path + Added dependency on Module Manager Metadata update for CKAN to reflect these new dependencies has been requested. Find it on Spacedock here
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You can subscribe to this thread and the forum will email you if there's a new post. i'll certainly have a look at that ooh new parts! *SPOILERS*! and i think i'm going to check the Tech Tree ant CTT definitions again against what i have. That may solve some other issues that have been reported here. With Elite, do you mean the new version? or the Original one? I only know the original one (yeah, i'm that old... ) But plz be patient with me, 'cause i can only work on this as health permits.
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The develocitizer is in there, but it's not working as it should anymore. Why? Your guess is as good as mine. Right now I'm trying to get the mod to detect wether Using Alcubierre drive mod is present or the interstellar wardrobe standalone. And inject the drive into the warpring with module manager. Which is then also going to be a prerequisite for the mod to work.
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^- what he said Was the plugin separate? or did it come with the spacedocks? NVM, i found it on github. I've skimmed over some of the source code for the KIS.dll and: This is not something that can be fixed quickly or easily. Fendrin forked KIS at version 1.3.0 (for KSP 1.2). and hasn't updated the code since nov 2016. Which means that his modified KIS is for KSP 1.2. In order to get it to 1.3.1 his fork needs to catch up with the current KIS for KSP1.3.1. And pray that the original KIS project hasn't changed anything that Fendrin edited in his fork. What he should have done is use pull requests to have his modifications for the spacedocks integrated with the original KIS, that way they would have been taken along across updates all the way to KSP1.3.1. (provided it doesn't conflict with changes within KSP itself). This is no critique on Fendrin, his choice to fork is perfectly understandable for him at the time he did it. Unfortunately, with Fendrin MIA for a year, there is no one else to perform administrative tasks on the project, or anyone left who has an overview of what got changed by Fendrin. The only solution i see is reverse engineer the source code of Fendrin's fork to extract the necessary changes and translate them into pull requests for the actual KIS project. Which is going to be tedious work. Not to mention any possible objections the KIS team may have to some of those changes.
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Yay, the kraken has been slain! Update 0.4.0.7 for KSP 1.3.1 is now available on Spacedock.info
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tested on 1.3.1 and uploaded to spacedock.info : https://spacedock.info/mod/1585/Spacedocks Redeployed
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Just to let you guys know: i'm still alive and working on this mod. But i'm having difficulties with the monodevelop environment. Hence the lack of a 1.3.1 compatible version.
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oops; i think you caught a typo of mine! i'll see to making a new release that fixes that asap. ps: the correct resource is LqdDeuterium; LqDeuterium is the typo.
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Hi @TronX33! Actually, the first ring is the warp drive, the second one is the support ring which contains the means to generate eXotic Matter used in the warpdrive. installing 2 warpdrives on the same ship will result in premature fatal disassembly
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@Stevie_D we better make sure the mods don't clash then Also: maybe we can make the pods work for both the 3.75m hull and the 5m hull? That way both mods benefit?
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I've seen the future And its not fair :'( That is WAAAAY cooler then what i could ever do with the IXS mod. Maybe i should be helping you out with that instead of you me...?
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Hey @bjornadri Thx! much appreciated. For the pods: i'm hoping/waiting for someone to help me out with texturing and assembling objects, motion and texture into a 3D model that KSP can use. I tried to learn how to do that, but that part just isn't compatible with me. Currently, i got these things on my 'to create' list: - Pods - Subspace transceiver system (gonna be a separate mod) needing 1 Object/Part: 'Subspace Radio Buoy'. - MM patches for Interstellar Warpdrive standalone (if i can get that mod to work on my setup) and Kerbalism.
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[1.4.X] OSE Workshop Continued - KIS Addon
Denko666 replied to Aelfhe1m's topic in KSP1 Mod Releases
@Aelfhe1m thx for continuing this mod man! very much appreciated! -
That's very kind of you. Personally i feel like i'm stumbling around half blind still. if anyone has more feeling with graphics and wants to help out with the mod; i'll all ears
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i won't keep you guys waiting. As far as i can tell right now, the drive works. But the Develocitizer, which should be included in the Warpdrive part is not showing. I don't know why that is, maybe minds greater then mine can detect where it goes wrong. So: version 0.4.0.6 can be downloaded here or on Spacedock. it should pop up in CKAN a but after that. Grtz! Denko
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Hi! I get sort of the same logentries (WarpDrive/WarpDrive/WarpDrive/WarpDrive) But for me the game simply crashes while loading. KP Logfile: https://www.dropbox.com/s/7ouhuu53tg6tlst/KSP.log?dl=0 Unity Player log: https://www.dropbox.com/s/h70u3n2gcdnwuvs/Player.log?dl=0 This happens regardless of any other mods installed or not. Both on Linux and MacOS I'd love to make a MM patch that swaps USI's Alcubierre drive with your WarpDrive. But it's kind of hard to test this way.