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Everything posted by BlackHat
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
BlackHat replied to politas's topic in KSP1 Mod Releases
Update on failed to connect. After a few fails, (stopping it after it had been running for a few minutews) I just let it run trying to refresh. After about 5 minutes I noticed this error message. Failed to connect to repository. Exception: trying to write C:/Games/KSP 1.2.2/GameData/KWRocketry/Parts/Engines/1mMaverick1D/KW1mengineMaverick1D.cfg but it already exists. So I told it to uninstall the KWRocketry mods. and restarted CKAN. Now it is working normaly. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
BlackHat replied to politas's topic in KSP1 Mod Releases
IS there a problem with the repository right now? When I try to check for new/updated mods (Refresh) It spends minutes searching (Green Cylon light going across the screen) and never seems to connect or time out. Normally It takes just 10-15 seconds at most?!? Running KSP 1.2.2 and Latest CKAN on WIn8.1 -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
BlackHat replied to politas's topic in KSP1 Mod Releases
This is a problem CKAN has had for a long time. (I think I first asked for a feature to fix this like 2 years ago) Basically the New in Repository is ONLY new mods never been in CKAN before. When you see a sudden jump in Compatible mods, some are "New in Repository", but most will be Incompatible mods that have been updated and are now Compatible. BUT, unless you have those now updated mods installed in your game, they will NOT show up in the "Updated" list. (That is ONLY for Mods you have installed that have been updated.) Which causes the problem you discovered. For example, I have 500 Compatible mods yesterday and today I have 512. (and 1 New in Repository) How do I find out what are the 11 mods that have recently been updated and I might want to now install, except by scrolling through the ever growing list of Compatible mods trying to spot the few new ones that were not there yesterday. Having a "Date Updated/Added" column would solve this problem. You could simply sort the Compatible list by Date Updated/Added and now all the mods that had just been Updated would be at the top of the list. I have been through this nightmare 7 times now (KSP.90->1.0 update, ->1.0.1 update, 1.0.2 update, ->1.0.4 update, ->1.1 update, ->1.2 update and the ->1.2.2 update.) [I skipped the 1.0.3, 1.0.5 and 1.2.1 versions] Each time the compatible list resets and grows again as mods are update, and the frustration sets in again once the list gets to about 400+ mods. Usually at that point I just quit trying to find what mods have been updated and I am sure I am missing out on a lot of mods I used to use in previous KSP versions, only because the Author took a little longer to update, and I get tired of scrolling through the list looking for the newest mods that have been updated. So unless they implement a "Date Updated/Added" column OR a Filter Category "Updated (Not installed)" you stuck with scrolling through the list of compatibles looking to see if you can spot ones that were not there before. [Sorry for the Rant, this is a pet peeve if mine due to the endless repetition of scrolling through the Compatible list.] -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
BlackHat replied to Nils277's topic in KSP1 Mod Releases
I am here as a result of having seen the review of the mod by Kattabos Games on YouTube. (I have not installed it yet, as I have been doing lots of Factorio lately) One thing he mentioned you created a tab in the hanger bay containing the parts. But I could not tell if it was just a generic "Rover" tab, or a specific "Feline-utility-rover" tab. [My 2 cents are to make it Generic so all the rover mods can put their parts in a rover tab and they all end in the same tab, instead of possibly having 5 different tabs for the various rover models] -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
BlackHat replied to Ippo's topic in KSP1 Mod Releases
Been watching Grunfworks Interplanetary series of YouTube videos. (He is still playing it in KSP.90 because he does not want to risk losing ships in the save file if he updates to newer versions of KSP and has to then update mods) In any case Dangit! is one of his favorite mods to hate, cause something sure to break at critical times. Really hoping someone gets a chance to take over updating this mod as I would love to try it in 1.2. -
[old thread] Trajectories : atmospheric predictions
BlackHat replied to Youen's topic in KSP1 Mod Releases
Yeah I have 3 buttons that "stick around" and show on the Main Menu when I exit to there. "RCS Build Aid" is one, and "Experiment Tracker" was another but I cant recall now what the last one is. -
[DISCONTINUED] DropAManeuverNode [v0.2]
BlackHat replied to Superfluous J's topic in KSP1 Mod Releases
Hmm, now that I think about it, your right, after creating a maneuver node, PreciseNode would move it to one of those locations when the appropriate button was clicked. -
[DISCONTINUED] DropAManeuverNode [v0.2]
BlackHat replied to Superfluous J's topic in KSP1 Mod Releases
Hmm I was going to post based on seeing one of your YouTube videos where you first introduced this. (But I see you have added even more abilities lately) I had been thinking, cant you already drop maneuver nodes in the "Precise Node" mod? Back when I was playing 1.0.4 I used to use it to place/create maneuver nodes on the Pe AN DN Ap nodes all the time using the buttons in Precise Node. -
[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
BlackHat replied to Athlonic's topic in KSP1 Mod Releases
Extra Chatterer sound packs. (Are they around somewhere?) Back in .90 I recall an Apollo17 sound pack for Chatterer, and I could have sworn I saw one for Mission Control. But lost all my sound packs (and KSP) when my Games folder got deleted. Now that Chatter is working for 1.2 I wanted to see if they (or any other ones) are still availible.- 751 replies
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Nice! There was one tweak that would drive me crazy trying to find it each time I upgraded my system or lost my ksp folder, was the patch for switching the Crew report and EVA report. (So you would not have to EVA each time you went to a new biome, you just do a crew report instead) It worked under 1.0.5-1.1.3 I dont know if it works with 1.2 yet. // This tweak is from Science Revisited Revisited by Capt Robau // It switches the biome mask for EVA and crew reports so you don't have to keep sending Kerbals on EVA for each biome. @EXPERIMENT_DEFINITION[*]:HAS[#id[crewReport]] { @biomeMask = 23 } @EXPERIMENT_DEFINITION[*]:HAS[#id[evaReport]] { @biomeMask = 7 }
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First of all your insane!!! Your actually building this thing!!! Second, Where do you live... I definitely want to test it out when your finished. (just joking) As far as I know ALL the astronauts seats were mounted lying down when they boarded their spacecrafts. (ie when they were strapped in, they were laying on their backs as opposed to sitting upright prior to launch. So they could withstand the G-Force of take off without risking blacking out. Best advice for your seats, make the seats mounted on Slider racks, so you can slide them back 1-2 feet, sit down, then rack them forward into position. [Looking at the photo probably stand behind the co-pilot seat, slide pilot seat back, get in from the inside and then slide forward]
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Not really. The easiest thing to do is create 2 versions of the game (I assume your playing on Steam?) Select your original root game folder with all the mods installed (outdated and updated) that you don't want to play due to the out dated mods. Copy that entire game folder "KSP_win" (or whatever you have it named) and paste it in your current folder. "Ksp_win-copy" Delete all the folders in the Mods directory except "Squad" and start a NEW game playing using the KSP.exe in THIS folder. (Your saves will probably NOT work.) IF your not on Steam, just download the 1.2 from KSP site and again Create a second version of the game. (Do NOT overwrite your first version) (ie name its folder "KSP Unmoded") and play using its KSP.exe
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@Derrey Good point. And having a separate window optional is a great way to satisfy both sides.
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Suggestion - Personally I don't like that clicking Info opens a new little window. (Which has its own close button) Instead How about making the info when the button is clicked, show the information on the same ET window. (Right below the "info/close/close all" buttons, and above the experiment buttons) and clicking Info again would hide the info (and the experiment buttons would move back up to just under the "info/close/close all" buttons. Having a separate window just means using up more screen space. (which is already being filled with KER, KAC, ARP, Contracts+, etc)
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Hmm someone added this to CKAN and maybe the home page link is broken.... http://forum.kerbalspaceprogram.com/index.php?/topic/96464 the forum says its a bad address. EDIT: I think the old forum would accept shorted address. (ending with just topic number) But this new version only accepts the full address:
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
BlackHat replied to Claw's topic in KSP1 Mod Releases
That's one of the major reasons I avoid downloading files on github. 9 times out of 10 I cant figure out where the download link for the file I want is located. and end up downloading a master file instead and don't know which part is the part I want. Sometimes I can puzzle out what I want, but hate having to figure it out every time I visit the site, because people don't post links to the download, they post links to the main page. (I guess if I was going to github everyday it would become familiar, but I usually only go there once a month or so.) -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
BlackHat replied to Nereid's topic in KSP1 Mod Releases
Well Its been way too long since I did any coding so I doubt I could write a program to do it. I took a look at the .sfs file and didn't spot anything that IDed to me the FF section. But I did see 2 areas that might be for FF. Roster (It shows # of flights and locations, but it does not show times or ribbons) HallOfFameScenarioModule (But I have no idea what the codes mean) Hmm, is this for aircraft and STOs? If its for Rockets too, I can see ways right off that it could be finessed to give an achievement very easily. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
BlackHat replied to Nereid's topic in KSP1 Mod Releases
Well I will soon finish of my game on 1.0.2 and switch to a new game using 1.0.5. While reviewing my FF ribbons and stats, I wondered if it was possible to export the info from the game or build a record from a game file. ie. The info from the Kerbal Decorations board for each Kerbal. Jeb Kerman Completed X Missions Completed X Dockings Mission Hours X Eva hours X Listing of Ribbons received: Bill Kerman etc. -
[1.0.5/1.1.x] Contract Pack: The K-Files 1.1.1.2 (29/04/16)
BlackHat replied to severedsolo's topic in KSP1 Mod Releases
Was thinking of adding this to my next game, But plan to use CCT for that one (Been using Stock Tech Tree). At this point, I have no idea where CCT puts the Whiplash. Will running CCT have any effect on this Contract Pack? -
[quote name='Octa']Is "Supported KSP Version 1.0.99" just a workaround for the developer to say that the mod should work until 1.1/in all 1.0.x-versions?[/QUOTE] Yes that was a workaround, the incremental updates Squad was doing (1.0.1,1.0.2,1.0.3,etc) Meant that each time a new version came out for some mods there was no changes needed and the modders would need to update the metadata to say it would work for the new version so CKAN would allow it to be listed as compatible.... So to avoid having to do that every couple weeks some modders put the 1.0.99 so they would not need to change the metadata with each update.
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Hmm, Checked CKAN today and saw before Refresh I had 399 Compatible mods. After Refresh I had 436 Compatable mods. (27 mods updated and 9 new ones in repository) So once again I am scrolling up and down the list of compatible mods trying to "figure out"/"identify" which mods have been updated to be compatible with 1.0.5. I would like to strongly suggest one of the following: 1. Include a new column showing the date a mod had its metadata updated in CKAN. 2. Add a new filter showing Updated mods since last refresh. (Similar to the New in Repository filter) Trying to find the 27 new mods added to the compatable list in a list of 436 mods is getting tedious and annoying.
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
BlackHat replied to Porkjet's topic in KSP1 Mod Releases
Yep I like this mod also and looking forward to an update. (or update in CKAN if it already works with 1.0.5)