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void_error

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Everything posted by void_error

  1. @Thomas P. I've managed to figure out how to rebuild Kopernicus (installed the whole toolchain which I've never used before, no nasty dll hacks), and so far it loads just fine (using OPM). I won't be releasing it anywhere, but I'll let you know if I find any problems, most likely tomorrow after I get back from work and over the weekend if I have time to play.
  2. I'd be the exact opposite, but give them the option to potentially break their saves only if they really wanted to, as in keep the lock if you don't mess with some config file and have the option to bypass it if they really want to. Maybe give a big fat warning at loading if that config file does not match the hardcoded ksp compatible version. That config file could then not be included with the official release, so if it doesn't exist in the mod directory Kopernicus would work just like now. Just an idea... SoonTM.
  3. I think it's locked because it's known to break your saves if it's incompatible with the current version of KSP. It would be nice if the first thing every KSP update did was backup your saves before updating. As for bypassing the version unless you have any experience with software development it's not a good idea to try it. You'd need to recompile stuff to say the least.
  4. I'm not nudging anyone. It was just my guess that it might happen this weekend as the changelog for 1.6.1 doesn't appear to have anything that would need extensive work on Kopernikus. As for bypassing the version lock it's not difficult at all, that's all I can say.
  5. And back to waiting again as KSP just updated to 1.6.1 (damn you Steam, I'm going to be hoarding backups after this) which is only a few bugfixes so it shouldn't take long (this weekend maybe? ).
  6. After getting back to KSP after not playing for quite some time and seeing this... can't say anything but 'Hats off to you, sir!' Yes, ALL of the hats. Nothing got me more excited this year as of yet and with that said, R.I.P. my personal projects for at least a week, time to have some fun. Can't wait to check out the new parts.
  7. I find that amusing since a few villages, a city, a river and a some country's currency are exactly that in my language...
  8. Even better, have a setting to choose which one to launch by default. I always run the 64-bit executable, I have a bunch of quite large and RAM-hungry part mods installed and the 32-bit would crash automatically.
  9. Congrats on the patch I just ran into a "I need a radially mounted engine for ants" issue with my satellites and this is pretty much the only mod that has them. Now let's see...
  10. I know that, I was thinking more along the lines of having more antennas to play with, not just multiply the range of existing antennas to reach all further out.
  11. @Kerbas_ad_astra I see you're also working on a patch to make stock antennas' range suitable for OPM which gives me an idea... Could you make a patch for the Ven's Stock Revamp extra antennas so they have the range for OPM and/or repurpose them as relay antennas? Or even make the replacement antennas into new parts instead of stock replacements? Don't take this as a request but as a suggestion.
  12. Good to know there's a 1.2 compatible version being worked on This mod is pretty much the last one I need to start a new sandbox game (yet again). In the meanwhile I'm still playing 1.1.3, at least I get my all my stuff designed and ready to launch with minor modifications required by the comms network.
  13. Never mind, I was trying to modify a copy of an existing orbital calculator spreadsheet, but I can't seem to figure out why I can't add more bodies. Eventually I found it. Time to add the new planets/moons and hope that KSP 1.1.3 doesn't crash every 5 minutes while doing absolutely nothing. I'm still playing trying to play that until the mods I use get updated...
  14. Only found the radius there, but managed to calculate the mass. But I suck at spreadsheets so I gave up.
  15. I've been looking for the mass of the planets/moons from OPM and can't find them anywhere, looked at the wiki but looks like the exponents are missing from the value. The density seems to be right, I'll probably use that to calculate the mass. The reason for all this is to input everything into the orbit calculator spreadsheet.
  16. Definitely on my must-have mod list, as of now. Keep up the great work, @Nertea
  17. I do now... and everything works. On the other hand I'm cursing at CurseForge for having two download buttons on the same page, one which is obvious and the other one not so obvious. The obvious blue one points to the KSP 1.1.3 compatible version, the grey one below is the one to click for IFS. Why does it have to look like it's greyed out? Rant over. MM was installed using CKAN because I can't be bothered to manually check/add all the mods I use anymore, been doing that since 0.24.
  18. I seem to have that problem... will try to trace it to something as I currently have more than this mod installed.
  19. Same here. I NEED mods! Well at least MechJeb, can't be bother to manually fly things myself anymore, except for landing planes.
  20. Just popped in here to see what's going on and I ran into this... happy to see the update being deployed next week, great work guys! For me at least, the wait is not over just yet, I'll be still waiting for some mods I use to update...
  21. I think you'll have to edit some cfg files for the old parts to use the new meshes/textures, correct me if I'm wrong.
  22. I'm running a modded version and at first I thought it was because of the mods (not too many) but since you're both running stock installs it must be something else. Checked the cfg files and they seem ok, there is a line which specifies the tracking animation and one with the tracking speed. 32bit and 64bit versions act in the same way, radiators don't track, not the stock ones and not the ones from Nertea's Heat Control mod.
  23. Wait, what? Works in 1.1? Nice, will download and see. If it does also work for me then it seems I'll be changing my mod lineup a bit. I like consistency in the parts I use as far as models/textures go (yeah, yeah, OCD) so I'll be adding RLA Stockalike back to the lineup. @hoojiwana Keep up the good work! Oh, I also can't stand how the stock Mk. 1-2 Pod works, been using Ven's Stock Part Revamp because I didn't know you had this cool mod.
  24. I'm so curious about what Ven comes up with for this KSP version... They say curiosity killed the cat, fortunately I'm not a cat. Stock Part Revamp 1.9.x was amazing, apart from a few misalignments on the Z axis for a few parts. Easily fixable though.
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