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Ozy

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Everything posted by Ozy

  1. You mention installing via CKAN but it's still not listed in CKAN... Neither is EVE or Scatterer for that matter
  2. Unfortunately IFS is just the tool... It allows others to write a mod to make stock tanks tweakable but doesn't take that step itself. Porkjet's version is no longer available which means those of us who like to play close-to-stock have very limited options for powering our nuclear engines. Integrating stock switching directly into IFS would help a lot of people out at this juncture.
  3. Any plans to update to 1.1? Porkjet's version is MIA with the loss of Kerbalstuff and there seems to be a lot of demand for a replacement.
  4. It depends... This is the thread for Fractals original Interstellar. Last supported KSP version was 0.25. Boris also did a port to 0.90 (Interstellar Port Maintenance Thread) which is discussed there. That was the last version which plays the same way as the Interstellar you see in the Scott Manley videos. The one in use for KSP 1.05 is a variant developed by Freethinker (Interstellar Extended) and has diverged considerably from Fractals original vision. It also has its own discussion thread. If you are mixing and matching versions, you are going to have trouble Make sure your version of Interstellar is for your installed version of KSP, as a first point.
  5. Many thanks @Porkjet Does this mean we will soon get a re-link of Stock Fuel Switch too?
  6. This mod still works fine under 0.90. This thread isn't yours to close, just because you're developing a competitor.
  7. I had the same problem with KSP 1.02 under Ubuntu 14.04. When I checked this line of settings.cfg (thanks sal_vager for the steer) Primary was set to Left Alt Key and Secondary was set to Right Alt Key. The Alt keys have other uses under Linux so of course it didn't work.
  8. I feel the same way about Tweakscale, another required dependency in the current version It's one of those love-it-or-hate-it mods, and I don't love it Some KSP-I parts are not MEANT to be scaled, and Fractal himself steered clear of it for this exact reason. To be fair, Community Tech Tree did provide a neat and integrated solution to the ongoing problem of the KSP-I tech tree, but now that tech trees are contained in config files it's not strictly required. There is a growing demand for a port of "stock" KSP Interstellar, so we can all have a go at emulating Scott Manley in the 1.0 release. Unfortunately I'm not a coder or even a config editor so unfortunately my only hope is for someone else with the necessary skills to step up to the plate, the way Boris did for 0.90
  9. It's a bit of a tortured history... The original author is MIA at the moment, busy with real life... wavefunctionP performed his own port to 0.24 before taking it in his own direction with Intestellar Lite. Fractal came back with an update for 0.25 but was unable to iron out all the bugs before going MIA again. Another member, Boris, performed a port/bug fix to KSP version 0.90 which worked quite well before he, too, was forced to bow out. It has now been taken on by someone else who has put in a lot of effort to get it up and running in 1.0 but he has taken it in his own direction, aiming for ultra-realism as opposed to the beautiful game balance which Fractak_UK was able to achieve in his time. If you're looking for the Interstellar which features in Scott Manley's videos, then the closest you will get is with Boris' 0.90 port. Or do it the way Scott did, with KSP 0.23 and Fractal's version (KSPI 0.11 for 0.23 from memory). Interstellar is THE mod for KSP... If you're prepared to compromise on game version you can find the one that's right for you.
  10. Just to keep the thread alive... There seems to be a lot of support for a port of "stock" KSP-I to 1.0, in much the same way as Boris did for 0.90. Obviously there would be more work involved due to the changes in how the tech tree is handled, and then there's aerodynamics etc. I'm not up to the task but hoping there's someone out there who is...
  11. You're assuming that everybody knows how to do that... most of us don't... Hence the call for volunteers
  12. Yes, would be great to see an implementation of "stock" KSP-I for 1.0... The good news is that the major stumbling block last time (the tech tree) should be dead easy to fix this time as the tech tree is now defined through a .cfg file. Not sure how much work the new aerodynamics would entail though. Anyone out there up to the task? Boris, are you still out there?
  13. I don't think anyone else has mentioned this so I will... the new aerodynamics seem to have broken the "Limit to Terminal Velocity" feature in the Utilities... whenever I try to use it I end up in the ocean Also, ALL MechJeb modes are available after unlocking the first MechJeb tech node. Can also confirm the missing Delta Vee window in the VAB - if you close it you can't get it back. Sometimes it will reappear if you go to the launch pad, open it there and then revert. There's probably heaps more but you'd expect nothing less with an update of this magnitude. And, while I'm here, thanks for your work
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