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BlackHat

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Everything posted by BlackHat

  1. Yes, that appears to have fixed the problem. About 130 (?) new or updated mods appeared in my mod list between May 15 and July 20.
  2. A few months ago I fired up KSP 1 after not playing for awhile. Did the CKAN update and got all my mods up to date. But the last few times I tried doing updates there were never any newly compatible mods or updated mods. But did not think much about it. (I am sure a lot of focus is on KSP2) But today when I ran CKAN again and there were still no newly compatible mods or updated mods. So I took a look, According to my CKAN the last date that a mod was added or updated was May 15. https://ibb.co/2WWbjn0 Does that sound right? I do think its connecting somewhere, as it has sometimes given me a pop up that says "xxxx mod has had a metadata update you should reinstall it. Would you like to reinstall it now?" EDIT: I thought maybe its not downloading the latest "CKAN-meta-master.tar.gz" but cant find where the latest version is on my computer.
  3. Recently installed KSP Community fixes, and reading the description it seems it fixes many of the things in this mod also? Is there going to be conflicts? Do I only need one or the other? or Are they actually fixing different things?
  4. Hmm, a few years ago there was a mod about ship sound effects (rattles, bumps, buffeting like from reentry) and the name I think was "ensouensou" are you the same person and is this a continuation of that mod? Really enjoyed that mod. (I can see the old mod in CKAN, I think linuxgurugamer took it over, to maintain it.)
  5. What is Kerbal Witchery? What "Witchery" is being removed? Personally I would love to see the first post descriptions be expanded to more than <10 words of each mod.
  6. Found it. It was New Horizons mod. It looks like @GregroxMun was the last one working on it. (had it working in KSP1.7.3 but due to Kopernicus bug would not run in KSP1.8) Probably have to check with him if he ever got it worked out.
  7. Yes there is a planet pack that had Kerbin moved to become a moon of another planet. (Jool sized planet IIRC) But it was several years ago, and I dont recall the name, I do remember seeing a YouTuber playing with it. for just the reason you mention.
  8. I recall a planet pack, (Don't remember the name) where Kerbin had been changed to be a Moon of a Jool type planet. If I remember right it made getting into your first orbits of other bodies a bit difficult because of the limited tech/dV as you started your career. Edit: it was probably 3-4 years ago.
  9. Was watching a YouTuber play KSP and saw a couple of mods and wondered what they were? I am asking about the red button here... It opens a "Flight Computer pop up" from Remote Tech, so you can program in maneuvers and actions ahead of time for when you don't have comms to a probe. AFAIK only RT mod has this. (I supposed MechJeb may have something like it too, but I don't use MJ) Question: Are there any other mods that have this feature? NEXT: What mod puts the little "bubble" naming the mod that the part comes from under the cursor? (in this image "Squad") Thanks, BlackHat
  10. Yes that's it. I could only see the newest one, and when I tried clicking the "releases" button it still only showed the latest one. (But works now, so probably operator error, or bad mouse click.) Thanks.
  11. Recently noticed the 1.30.4 release, so I downloaded the ckan.exe, and like usually, dropped in it KSP (replacing the old version) and ran it. But all I get is the CMD window popup and a blinking underscore on the CMD window. Nothing else happens. I have to do an End Task in the task window to close it. So I tried to find older versions on CKAN github to roll back to the old version I had. I cant seem to locate old versions are they there somewhere?
  12. Dont know how I missed this... One thing I have always enjoyed when playing "Factorio" was the "Moon Tracks mod" which was a music pack made from the soundtrack from the movie "Moon (2009)" and I always wanted to add it to KSP so I could hear those also when playing KSP. Recently I saw KottabosGames KSP mod Preview for KSP Original Score Project and realized I can, with this program.
  13. Cached mod list..... I currently have 548 mods "cached" in my CKAN/downloads folder. But the CKAN program only shows 175 mods cached. It only shows the latest version of a mod, if multiple versions have been downloaded. (for instance I have 7 versions of RLAReborn downloaded. version .3, .5, .6, .7, .8, .9, .10) So if I want to start pruning down my downloaded files by deleting the older versions, its a bit hard to see what I have (Due to Windows sucky search filter/sorting options, but that is exacerbated by CKAN appending a serial number to the beginning of the file names so they cant be sorted alphabetically.) Can we get some way of indicating in CKAN what other versions we have besides the newest, in the CKAN/downloaded folder?
  14. Tried looking for: But got 404 errors. I would assume bad links
  15. lol, I think people were hoping you could take existing dV maps (i.e. GPP, AK, OPM) and make them into KSPedia pages. I took one look at some old tutorial about making KSPedia pages here in the forum and ran screaming.... SO what program did you use to convert the dV map images into KSPedia pages?
  16. Awhile back I had that same problem. Then discovered that OPM does include the Ribbon Packs for OPM. "I noticed in my game (1.5.1) that my ribbons, although were listed in FF, were all blank. So I ended up renaming a bunch of folders from one of Nerids other Ribbon Planet packs. But then I started wondering why I did not have them from OPM, as the OP clearly states ribbons will be there if you use FF. I looked, and see they are in the "OptionalMods" folder in the OPM Archive. The Problem appears to be, that I install OPM with CKAN, ....... and CKAN will not add them". (maybe due to the file folder structure.) The Ribbons are in a separate folder. You need to manually open: OuterPlanetsMod-2-2.2.4.zip\OptionalMods\OPM_FinalFrontier\GameData\ and copy its contents to KSP's game data folder. This will add the OPM Ribbons to FF's Ribbon folder.
  17. Probably. But you can always edit the config file if you don't want it that way.
  18. The Author is nightingale, same as for this mod. Contract Configuator. And he is still active. @kcs123 Bring up the problems in the Anomaly Surveyor thread and I am sure he will look into it.
  19. Jool Monolith and Island Airfield are from Anomaly Surveyor contract pack.
  20. Research Bodies does not include configs for the various planet packs. (like OPM) You need to look in OPM mod for the configs to support Research Bodies mod. When using OPM with Research Bodies Mod, it is setup in the configs in OPM that Sarnus is ALWAYS discovered at game start... From the "OPM_ResearchBodies.cfg" file in OPM. body = Sarnus } IGNORELEVELS { // body = easy normal medium hard Sarnus = true true true true To make it so its hidden at game start, change the true values to false at which ever level your playing. So hidden on medium and hard would be: body = Sarnus } IGNORELEVELS { // body = easy normal medium hard Sarnus = true true false false
  21. It wont automatically drop out of inventory. You have to manually delete all parts you don't want to use anymore. Its been awhile, but IIRC, a part reliability goes up the first few times you use it. (ie. "Gen 1, Used 3 times" is slightly more reliable than "Gen 1, Used 2 times") But after x uses it starts to go down in reliability. (its getting worn out) I "THINK" it was after 5 uses. Actually its "Oh Scrap" mod that does the reliability checks. THIS mod is strictly for storing those parts for re-use. Oh Scrap has a line in the parts failure config files that says: "expectedLifetime = 6" for many of the parts I saw. So I would assume reliability for these parts will increase for each re-use up to 6th times. Then starting on the 7th re-use it will start decreasing. I don't know, How much or How fast, it decreases probably need to ask about that in the Oh Scrap mod topic.
  22. There are small lakes in the various locations (such as Deserts and Grasslands) are were it is possible to get s Splashed Down Science Report on land. OR, . . . . are you saying they are there, but (X)Science wont report them? And . . . Which experiments from the dmagic science mod are not showing up? Do you mean Recon Scan? and SignIt? There is a Science.cfg file in the mod which disables these reports from popping up. (And lists the reasons why (X)Science does not support them) I believe this file covers all the things you brought up. If for instance you KNOW there is a place in the mountains where you can get a Splashed Down report, you could delete that line in the file, and (X)Science will show it. (It appears to be currently filtered out).
  23. No As I mentioned..... "The Gravity for your moons are too high. (unless they are solid metal bodies, Iron? Lead?)" Both the Mun and Minmus has a density of about 29 G/CC ~1/2 Density of Kerbin Phybi has a density of about 87 g/cc ~1.5 times the density of Kerbin Iszmi has a density of about 280 G/CC ~ 5 times the density of Kerbin and about 21 times the density of Gilly (its the same size as Gilly) All the other bodies (Except Kerbol and Jool) range from about 13 g/cc to 60 g/cc with Eve the highest at about 87 g/cc, and thus Iszmi is also 3 times denser than Eve. The OP stated: Both bodies are vacuum planets and have low-gravity somewhere between the numbers of the Mun and Minmus. Clearly Phybi, is not between Mun and Minmus, for gravity. and while Iszmi is between Mun and Minmus, it is also Very high for its radius. I merely stated my opinion that the surface gravity for both bodies were too high, (based on the other bodies in the Kerbal system) and that still remains my opinion. I do understand density, I just felt they were too dense. BUT the Mod Author has stated he is happy with the stats as is, as he made the bodies to be fun, not realistic. The Mod Author has spoken..... So let it be written, so let it be done (which was why I made no further comments)
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