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KSP2 Release Notes
Everything posted by rsparkyc
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[1.8.x] CapCom - Mission Control On The Go [v2.11] [11-1-2019]
rsparkyc replied to DMagic's topic in KSP1 Mod Releases
Awesome! In the meantime, I've opened up an issue to track this: https://github.com/DMagic1/CapCom/issues/15 -
[1.4.3] Antenna Power Saver: v1.3.0 5/1/18
rsparkyc replied to rsparkyc's topic in KSP1 Mod Releases
Since some mod owners like to have the first post, I guess I'll do the same. -
Ever use remotetech, and then sling your space probe out to space, not realizing that your antenna power drain is just slightly more than your power output? Ever wish you could shutdown your antenna while your batteries recharge, and have it activate when they're replenished? Wish no longer! With Antenna Power Saver (or APS), you can do just that. Simply add a remotetech antenna, adjust your min and max sliders, and enable "Auto Power Save". Download: Github View the Source cfg changes powered by sarbian & ialdabaoth's ModuleManager plugin. Changelog:
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Yep, that's the best way to notify me that it's out to date. When everything is out on CKAN, I'll probably switch it over for supporting the next version of KSP
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
rsparkyc replied to ferram4's topic in KSP1 Mod Releases
If you take a look at what mods use FAR as a dependency (such as [snip]), and then take a look at any open issues that they may have regarding updating to the latest version, you may find the answer you seek. Also, doing a google search on ksp far 1.2.2 seems to pull up enough information to find what you need.- 14,073 replies
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There's a prerelease out, and you can also download the latest master branch. @Bornholio sorry getting a working RO/RP-0 install makes you want to rant, it is a lot of work to get a copy up and running until there's an official release out. I do have to agree with @Sol Invictus though, if one hasn't used a command line, it means that they probably haven't done much work to try to figure out why they may be experiencing whatever problem they have, which leads to a bunch of erroneous bug reports, which both slows down the release cycle as they're investigated, and also clutters up legitimate issues with non-legitimate issues. TLDR: The fact that there's a barrier to entry to get an up-to-date copy running means that the comments by those who do have a running copy are more meaningful. Also, I noticed you found some issues with the spreadsheet. I've updated those, and actually removed the reference to RealPlume-stock configs, and replaced it with just the normal realplume. I've also updated SmokeScreen. Any time you find issues in the spreadsheet, feel free to leave a comment there, as that's the quickest way I can find them and keep it up to date.
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@KortexM any update on making an official release? Do you have a github page where we could track what you're doing? I tried opening up an issue on @e-dog's repo, but he pointed me to you. Edit: I also found out that technically it's against the rules of this forum to post mods (or updates to mods in this case), without making the source available. Because of this, I think it's best if you make a fork on github of the OP's mod with your changes there, and I would also suggest submitting a PR to his codebase. I'd be happy to help with that if you need it!
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[1.2.2] E.T. - Extreme Textures (RSS)
rsparkyc replied to ufindbatman's topic in KSP1 Mod Development
Yep, I had a feeling that was going to be the case. I do have 16 gigs of RAM, and my video card is an AMD Radeon R9 M370X, though I have no idea how that compares to other cards. -
[1.2.2] E.T. - Extreme Textures (RSS)
rsparkyc replied to ufindbatman's topic in KSP1 Mod Development
I'm on a macbook pro, and have no idea how well this would run, but would love to test it out with my RO/RP-0 setup -
[1.2.2] E.T. - Extreme Textures (RSS)
rsparkyc replied to ufindbatman's topic in KSP1 Mod Development
Anything we as a community can do to help you get this working on 1.2.2? -
Is there any way to support RT's delay feature? For instance, I want to shut down my antenna for 1 day because it causes a drain on my batteries. RT lets me add a delay to my actions, but it seems that Action Groups Extended uses it's own queueing mechanism, and doesn't respect the delay I've put in RT. Thus, there's no way to deactivate my antenna, and then set it to active a day later without using the "Bypass RemoteTech" setting.
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That part is true. I can't remember the last time KSP crashed.
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I don't have the patience for 1000+ parts
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I never had any issues stock, so maybe that's why. Maybe my issue was number of mods, and not base performance.
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Sorry to crush your hype, but honestly I feel like it's about the same. I know there are some mods that can increase the amount of mem KSP uses to reduce garbage collection, but I'm still playing around with those
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
rsparkyc replied to Theysen's topic in KSP1 Mod Releases
Perhaps we could use this cached copy, it seems more up to date: http://webcache.googleusercontent.com/search?q=cache:mPTqhScKNiQJ:forum.kerbalspaceprogram.com/index.php%3F/topic/140070-113-realism-overhaul-v1132-august-31/%26page%3D1+&cd=18&hl=en&ct=clnk&gl=us- 2,213 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
rsparkyc replied to Theysen's topic in KSP1 Mod Releases
From what @Theysen said, he may have cloned the 1.1.2 thread, and is working on getting all the links for the 1.1.3 versions of the mod, at which point he'll updated this to 1.1.3 (and then 1.2.2 once that's fully ready)- 2,213 replies
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What I was referring to was that I couldn't get the perl command to work because of missing libraries. The dll that's in there is the 1.2.2 dll, so you don't need to recompile that.
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
rsparkyc replied to Theysen's topic in KSP1 Mod Releases
Should this not be 1.1.3 then?- 2,213 replies
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@JeeF There's a community edition of visual studio that works just fine and is free. I'm actually on a mac, and downloaded windows a windows 10 ISO (from Microsoft, free and legal, no need to activate) so I could boot up a VM, then installed Visual Studio Community Edition in it (again, free). I couldn't get that to work for me, but I also don't think I made any changes to files that would cause a change in Tree.cfg
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As for RO, you can go to the releases page here: https://github.com/KSP-RO/RealismOverhaul/releases RP-0 is a bit more complicated. I have a PR out to update that to 1.2.2 (https://github.com/KSP-RO/RP-0/pull/606), so you would really need to download that fork (https://github.com/rsparkyc/RP-0/tree/1.2_CCupdate), compile it, and move it into your GameData directory.
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I'm also on a mac. You can get ckan to work, you just need to use mono. The command line interface works better than the GUI. That has been fixed on the develop branch, but they don't have a release with that in it yet, so you'd need to compile it yourself. (https://github.com/RemoteTechnologiesGroup/RemoteTech/pull/715)
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I thought mechjeb was always suggested