Jump to content

BlackHat

Members
  • Posts

    408
  • Joined

  • Last visited

Everything posted by BlackHat

  1. I see 2 GPOSpeedFuelPump mods on CKAN. One by this author (hab136) is listed as out of date, its for KSP1.2.2 (v1.8.7) but links to this thread. One by the origional author (GPO) is for current KSP (v1.8.17) but links to old expired thread. It looks like they have been switched in CKAN, Maybe part of the problem is both mods have the same name in CKAN. Habs should probably be renamed to "GPOSpeedFuelPump Continued"
  2. Well I did get AJE and AJE_Extended and started using them. Love the ability to move the Props and Jets to their own category. However, AJE and AJE_Extended require FAR also be installed (Its a dependency). Unfortunately I cant design a plane or Jet that will stay in the air with FAR installed. After several hours and tweaking and crashing, I just removed FAR. Now my planes fly. (I did not think to check if I can disable some of the FAR setting in the mod setting screens) BUT that also uninstalls AJE and AJE_Extended. (I use CKAN) I miss the ability to put plane/get engines in their own category. Is there another mod that will create those categories?
  3. Another Mod to request support for: http://forum.kerbalspaceprogram.com/index.php?/topic/163166-13-tokamak-industries-refurbished-parts-featuring-porkjets-hab-pack/
  4. Sometime back someone did some corrections to Eve and Tylo Biomes. Maybe this thread will have some helpful info. Edit: I think I miss read what you were asking. But the thread may still have useful info. Personally I think trying to match the 1.6.1 biomes would be better. I would think the Restoration's focus would have been to matching Duna's appearance as opposed to original biome list.
  5. Heat Control [adds to Heat management branch] Heat Control [adds to Heat management branch] Is listed twice in OP
  6. Well since he commented on a previous post concerning the Duna-Restoration-Project 2.1pre fork for 1.4, I assume he is talking about that version. CKAN still links to the 2.0 version for 1.3.1. I too would be interested in having @wile1411 confirm which he is using to be sure.
  7. I have been using CKAN for several years. (Starting with .90) and every time there was a version change with KSP, I would start a new KSP version folder, put in a copy of CKAN, and update the mods in the new version of KSP, while I continued using the previous version of KSP to play. For instance. I would have KSP1.0 folder with CKAN, that I would play, and KSP1.0.2 folder with another copy of CKAN to download the mods as they were updated, until I was ready to switch to the new version. Everything was going perfectly. But reciently when I downloaded KSP1.6.1 and added CKAN and started downloading and installing mods, 2 things I noticed. First, apparently CKAN now wants to download the mods to a User/AppData folder somewhere (I don't remember the exact location now), instead of the previous KSP/CKAN/Downloads folder. Annoying, but I do have the option to change it back. BUT, as I mentioned I have multiple versions of KSP on my system, (Currently I have 1.4.5, 1.5.1, 1.6.1, and only deleted 1.3.1 a month or two ago) and I noticed that ALL the CKAN programs between the KSP versions are now Sharing the same Download folder. In other words, I cant keep the KSP 1.5.1 downloads separate from the KSP 1.6.1 downloads. Personally I want each instance of CKAN between the versions to be separate. The second thing I noticed, is every time I switch between CKANs for different KSP versions I get a warning message. (CKAN requires permission to add a handler for CKAN:// URLs) SO obviously CKAN is storing so info somewhere other than the CKAN folder in its local KSP folder, that it keeps looking for and changing every time I switch to the other KSP version CKAN.exe Is there any chance we can get an option to store info locally instead of globally, so each instance of CKAN can be independent?
  8. Appears to work perfectly in 1.5.1. I have not fired up 1.6.1 yet, but I suspect it will also still have no problems. (I also use Olympic's ARP icons mod, which is even older, with no Problems that I have seen)
  9. On the other hand, If I do an update of a mod through CKAN, and the Changelog does not pop up saying it was just a version bumb, I would wonder what changed. And have to go to the forum, (or github, or where ever it was located) and try to see what changed there. So even a "No Changes" message is good to the users. They dont have to go looking for why there was a new version.
  10. Probably easiest to just fire up CKAN, and sort by most downloads. That would give you an Idea of what the most popular or most used.
  11. Thanks. Next Question. Is the Real Chutes Mod by Stupid Chris, supported? I recently noticed that while all my other parts are gaining Generations, the Parachutes from Chris's mod are not (no Gen info or safety info) and are always listed as new parts, and in Scrapyard I have about 30 chutes all with 1 use. When selecting one of these to substitute for the new part on my craft, they stil show as new, with no Gen or Safety info.
  12. When talking about Contract problems, Screenshots of the problem contract in mission control are very helpful.
  13. Nope not working, image not visible. Both links give this message: Your connection is not private Attackers might be trying to steal your information from damnation.dnsalias.net (for example, passwords, messages, or credit cards). Learn more NET::ERR_CERT_AUTHORITY_INVALID
  14. I would love to see more mods using this. I was just coming here to comment. It appears, a lot of mods don't even include change logs (a quick look, I see only about 1/3 of my installed mods have one in the GameData folder), So asking them to then take the time to write up the config file to include it in their mods, I think most wont bother or take the time. I think a tool they can use to generate the file for them is a big incentive to getting them to using it. (And maybe users asking/begging/cajoling them into using the mod.)
  15. What is the criteria for recovering a vessel/plane to VAB/SPH through KCT? I have always just used the Game's Stock Recover button before, but after seeing someone on a YouTube video do recoveries through KCT, I tried it a couple times but got warning messages Cant recover through KCT use the stock recovery. SO, What are the advantages of doing a KCT recovery, and what are the limits? (ie do you have to be within xx distance from Pad or Runway?)
  16. Yep that has been seen, its a new bug that cropped up. The contracts appears and disappears to quickly to be selected. Nightingale is aware of it. AFAIK it only effects Bases and Stations Contracts. Dont know if its CC Mod or B&S mod.
  17. Hmm, probably a good idea. It looked pretty strange to me when I first saw it in the GameData folder. don't think I have ever seen another mod that named the mod folder with the version info. Thats what the .version is for.
  18. Yep that's probably the best way to use it. Using it as a list to see whats available/remaining in areas your going to, and use: to see when you have science available to do now.
  19. First, There is no need to quote the entire OP just to ask if it supports the current version. Second, #1 Rule on the form. Don't bug Modders for updates. Third, linuxgurugamer maintains about 170 mods. It takes time to do them all. (1.6 has been out less than a month.) Fourth, the post above yours said it probably still works in 1.6, as 1.6 did not make many changes in the code. Fifth, no one has posted that it stopped working in 1.5, 1.5.1, or 1.6. (Which would have happened if someone noticed it was no longer working) I am using it in 1.5.1 and it works there. More than likely is still works in 1.6 and 1.6.1. Try it and see.
  20. Neat!!, But you gotta make it say "Pull Up!" in that sexy female voice.
  21. Hmm, so this does not use my KSP login, or my Forum login. I need to create a 3rd login?
  22. You mean the: KSP\Internals, KSP\Parts, KSP\PluginData, KSP\Plugins, KSP\Resourses, KSP\Sounds folders? You know I always wondered why they still have those folders there too. I only started playing since in KSP 0.90, and as far as I remember even back then they were always empty. SO How about it Squad? Is it safe to delete these folders?
×
×
  • Create New...